An sinuous, curved blade with green emerald gems upon the hilt that look to contain a liquid within. The liquid can be expelled on a successful hit to paralyze the target until the end of the attacker's next turn. The fluid will recharge at the end of a long rest. Additionally, the dagger grants a +1 on all attack rolls and +1d6 Nectoric Damage on a successful hit.
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: Necrotic, Bonus: Melee Weapon Attacks, Paralyzed, Finesse, Light, Thrown, Nick
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