Forged by Vecna in a process only known to him, this dagger draws its power from the Negative Plane. Vecna carried this magical blade with him at all times, and in the hands of anyone other than Vecna or another Deity, Afterthought is a +5 dagger.
You have a +5 bonus to attack and damage rolls made with this magic weapon; and when you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a Tablet of Reawakening to cast the True Resurrection spell.
Afterthought. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.
Spell Turning. While attuned to this dagger, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Undying. If you are slain while attuned to this dagger, your soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Your soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, you regain all your hit points and become active again. Your new body appears anywhere within 100 miles of Afterthought.
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: Bonus: Magic, Damage: Necrotic, Replace Damage Type: Necrotic, Advantage: Saving Throws, Elder Lich, Damage, Combat, Finesse, Light, Thrown, Nick
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