Slumbering. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes an additional 3d6 damage.
Wakened. The weapon grants a +3 bonus to weapon attacks and damage.
Ascendant. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 cold damage on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
When a character is newly attuned to this weapon, it provides the Slumbering benefits, but no others. When it is used in combat for the first time, it provides the Wakened benefits, alongside those of Slumbering. When the weapon is first used to kill an opponent, it becomes Ascendant and all of the benefits above become active.
Cursed. Aenad's Shiver is likely a true artifact of Nemain, and directly linked to the God of Water - although as the Gods have faded from Atlas, whether or not Nemain notices a new wielder is unknown, and the link is tentative at best. Immediately after Aenad's Shiver is used for the first time by a new wielder, they are overcome with a desire to ignore the laws, rules and structures of organised society, and follow a path of individual freedom. The idea of working for others, of devotion to serving a singular cause or being, begins to feel alien - and if they are part of a group, then it must be as leader or first among equals. This desire does not abate while the character is attuned to the weapon, but can be controlled. If the wielder succeeds a Charisma Saving Throw, they will be able to recognise the source of these thoughts and feelings, and exert some control over them - however, where the wielder is given orders, recruited into new organisations, or similar situations in which some personal freedom is sacrificed, Aenad's Shiver will attempt to overcome them again.
If the wielder fails to overcome Aenad's Shiver, a crowned ship's wheel brand appears somewhere on their body. This cannot be removed, even if the wielder later overcomes the will of the dagger.
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: Additional, Finesse, Light, Thrown, Nick
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