Weapon (dagger), very rare (requires attunement)

A veguely leaf-shaped dagger, with a spiral design and gently curving edge and some elven runes along the quillions. It has a simple leather sheath. It is an ancient elven blade.

The dagger did not originate in Faerûn. It was brought to this world by a halfling wanderer, who insisted on being called a "hobbit". He left the blade, which he called "Sting" here, as payment for all the ingredients he needed for a mighty spell that conjured up the portal to send him back to his homeworld.

Reading the runes revealed the name of the dagger as "Aranthil".

This magic weapon is a +2 dagger with some additional enchantments. 
It glows in a dim blueish light if orcs, or goblins are within 150 ft. range.

The blade has two charges. As a reaction, you can spend one charge when you are attacked by a spider, an orc or a goblinoid creature within 30 feet of you that you can see. If you do so, you impose disadvantage on the creature's attack roll. An attacker that can't be blinded is immune to this feature. The dagger regains both charges after a long rest. 

Aranthil is a weapon of spider, orc, and goblin slaying and will deal additional 4d4 piercing damage against those kinds of enemies. 

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: Piercing, Damage: Piercing, Damage: Piercing, Buff, Combat, Finesse, Light, Thrown, Nick

Item Tags: Buff Combat

Falameezar

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