This emerald-studded dagger was Artemis's signature weapon as an assassin. It was long the most recognized and feared weapon in Calimport. With a single strike, the magical weapon could drain the life force of the victim and use it to heal the wielder.
As an action, you can cause one of the following effects to occur if you are touching the orb:
- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- Necrotic damage is stored within the dagger as necrotic magic filling a thin glass vile along the middle of the blade. This dagger can hold up to 20 damage of necrotic energy.
- Once per day as a bonus action, the green emeralds near the base of the pommel can be pressed inward to heal the wielder, all necrotic energy stored flows out of the vial and through the emerald then converts to healing energy. The dagger's necrotic energy resets to 0.
- Necrotic energy the blade emits bright light in feet. equivalent to the amount of energy stored and double that of dim light. (for example, 2 necrotic energy emits 2 ft of bright light and 4 ft of dim light.)
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: Magic, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick
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