You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Deals 1d4 piercing damage for in an attack. This item also has two abilities. One is 2d6 poison damage that can be used twice per day. The creature must make a DC 15 Constitution saving throw for the damage to be negated. The second ability is that when this dagger is stabbed into a creature, “hold monster” is cast on them. The creature must roll a DC 18 wisdom saving throw. On a failed save the target can still speak and make noises, but cannot move any other part of their body. The dagger must remain stabbed into the creature for the spell to hold, but the creature gets to make a new saving throw in each round of combat. By removing the dagger, the spell is immediately dispelled.
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, Vulnerability: All, Poisoned, Paralyzed, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick
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