You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action and consume a charge to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 1d4 psychic damage and 2d6 poison damage. The dagger regains one charge when an enemy is stabbed, or if the attuned stabs themselves. Each of these methods can only be used twice per day.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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: Damage: Poison, Bonus: Magic, Damage: Psychic, Rogue Only! Cannot un-attune. If the dagger has not dealt damage to one person that day, at dusk the attuned takes 1d4 physic +4d10 poison damage., Damage, Debuff, Combat, Finesse, Light, Thrown, Nick
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