You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade is intricately curved to a sharp point with 3 chained jewels hanging from the hilt. Any time an attack with the dagger kills a living humanoid, the creature's soul is imprisoned inside the dagger. The dagger can hold one soul for each gem attached to the chain on the hilt.
For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is equipped, whenever you take a long rest you hear the voices of the souls imprisoned on the dagger and must make a [roll]1d100[/roll], if you make a roll above a 20 you succeed in a long rest. 2-20 you can only take a short rest. if you get a 1 you become possessed by on of the souls in the dagger and must make a CON save of 19 or attack the first humanoid you see. Taking damage from an external source will end the possession.
The dagger has the following additional properties.
Soul Lifeforce As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.
Annihilation. If the dagger holds 3 souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all the souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish 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: Damage: Additional, Damage, Combat, Finesse, Light, Thrown, Nick
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6/20/2024 7:14:38 PM
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