You have a +1 bonus to attack and damage rolls made with this weapon.
When you hit with an attack using this magic dagger, the target takes an extra 1d4 lightning damage.
This weapon has 3 charges. When you make a ranged attack roll with this weapon against a target and hit, you may use a bonus action to expend 1 of its charges to teleport to the dagger. When you do so, you appear in an unoccupied space within 5 feet of the target, and all creatures within 15 feet of the target (inclusive) must make a DC 15 Dexterity saving throw, taking 4d6 lightning damage on a failure or half as much on a success. If you make a ranged attack roll using this dagger and miss, or if you choose not to expend a charge to activate this effect, the dagger magically returns to your hand at the end of your turn.
The dagger regains all expended charges when you complete a long rest.
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: Lightning, Ranged Weapon Attack: Lightning, Damage, Combat, Finesse, Light, Thrown, Nick