Dagger of Warning
Dungeon Master's Guide (2024) p. 324
- Type
- Melee Weapon
- Magic
- Yes
- Rarity
- uncommon (requires attunement)
- Weight
- 1
- Damage
- 1d4
- Damage Type
- piercing
- Range
- 20/60
- Properties
- sutileza, ligera, arrojadiza
Description
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness: Each subject has Advantage on its Initiative rolls.
Nick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in· stead of as a Bonus Action. You can make this extra attack only once per turn.
Finesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Proficiency: simple, dagger Source: Dungeon Master's Guide (2024) p. 324