Weapon (dagger), unknown rarity (requires attunement by a 1 hour )

When a player cast identify or makes an arcana a check on this Dagger and passes with anything less than 20 they will see it as "Ancient Invisibility Dagger" and the DM is not to warn them of the curse effect.

Ancient Invisibility Dagger. A dagger made of a bronze and silver alloy with a worn cross guard and pommel that appears to depict the heads snakes or dragons of some kind. It's 12 inch long blade is covered in writing but the inscriptions are too worn to be interpreted however despite this the edge remains razors sharp.

The Ancient Invisibility Dagger is enchanted to give the one attuned to it +3 to stealth checks and doubles proficiency if the character already has proficiency in stealth.

It has five charges of Invisibility which can be cast when drawn. They are reset by the light of the moon.

(False Hydra Dagger) An ancient bronze and silver alloy dagger with a pommel and crossguard depicting the heads of a false hydra and has an enchantment on it to conceal it's true nature. It's 12 inch long blade is covered in writing but the inscriptions are too worn to be interpreted however despite this the edge remains razors sharp.

In addition to its invisibility chargers and stealth boosting effects the dagger places a curse on the character attuned to it that triggers after 3 days. During every long rest in a town or settlement the DM must ask the player to d20 roll but not tell them it's a wisdom check unless the character is under the deafness condition for the total duration of the long rest. If the character fails they are charmed and will kill a creature and carve and consume as much of the body as they can if possible before returning to where they were with no memory of the event. When the long rest is over the character will feel like they had a nightmare and will feel unusually full if they were able to consume any of the body. Other characters who were not under the deafness condition will not remember the one who was killed neither will they be able to consciously acknowledge the body other than wonder where the smell of rotten meat is coming from.

Casting the spell Remove Curse on the attuned character will prevent them from being charmed by the dagger again and will bring back their memories but not the memories of other characters. If the character loses or gets rid of the dagger in an attempt to lift the curse they will remain cursed and can still be charmed. They will continue to kill and eat creatures but without the daggers False Hydra song neither they nor other characters will lose their memories of those killed from them on. This will continue until another creature attunes to the dagger or the dagger is destroyed. Only by destroying the dagger can all of the affected characters memories be returned and the curse be lifted at the same time. It must be a complete destruction, just bending the dagger out of shape or breaking it into pieces won't work.

Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: 1 hour , Finesse, Light, Thrown, Nick

JacobCreed

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