Weapon (dagger), rare (requires attunement by a by a Warlock or Rouge.)

Aexonrin's Mad Needle is a sentient (Chaotic Neutral) dagger with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. Aexonrin's Mad Needle communicates by transmitting emotion to the creature carrying or wielding it, and has hearing and normal vision out to 60 feet. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Curse. This dagger is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with Aexonrin's Mad Needle, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. 

Aexonrin's Mad Needle is eager to aid it's user/host, and will actively help them, keeping an eye out for enemies, traps, or even the well placed hidden treasure. If you lose the dagger, is stolen, taken, or removed from your person, you gain a point of Exhaustion, the attuned will keep this point until reunited with Aexonrin's Mad Needle, Killed, or the curse has been removed. 

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, by a Warlock or Rouge., Damage, Combat, Cursed, Sentient, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat Cursed Sentient

Biorb

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