the Assassins blade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm. To unattune to this item you take 5d4 slashing damage as you extract the blade from your arm
As a bonus action, you can retract the Assassins blade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you are able to hold simple weapons and ranged weapons. outside of combat you are able to insert a small vial of poison behind the blade (max of 2 uses) and on a bonus actions (while in combat you can use the poison to coat the blade on a (prophecy check) on a failed check the poison leaks into your bloodstream and you take the effect damage that was in the poison. this can't be used to deliver healing potions. on a critical hit (during combat) you deal an extra 2d8 piercing damage.
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: Natural Weapon: Piercing, Rogue, Damage, Combat, Finesse, Light, Thrown, Nick
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