Weapon (dagger), artifact (requires attunement by a Requires attunement from an evil aligned creature)

The Archlich can use an action 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 2d10 poison damage and become poisoned for 1 minute. The Archlich will heal any hp taken from it using the poison effect of this foul blade. The dagger can't be used this way again until the next dawn.

The Archlich will use the dying Celestial bone that the blade is crafted from to create a glowing arc of stolen celestial light with a 40 foot range, dealing 2d12 radiant damage to the target.

 

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, Disadvantage: Medicine, Poisoned, Requires attunement from an evil aligned creature, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Debuff Combat

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