Weapon (dagger), rare (requires attunement by a 30 minutes of practicing with it)

It is unclear if this fungal +I dagger is of natural or crafted origin, nevertheless it emits a bioluminescent glow and contains a powerful poison. You gain a +1 to Attack and Damage rolls. 

The dagger does Id4 Slashing damage and, on a hit, the target must succeed on a DCI5 Constitution saving throw or take Id8 Poison damage. 
If you roll a Natural I, the dagger emits a burst of spores, which cloud your vision. You must succeed a DCI5 Constitution saving throw, with Disadvantage, or take Id8 Poison damage. Additionally, even if you succeed, you are Blinded for Id4 rounds.
 

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: Poison, Poisoned, 30 minutes of practicing with it, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Debuff Combat

Radiated_Rebirth