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Weapon (dagger), uncommon (requires attunement by a spellcaster)

The blade of this dagger — an eerie violet flame that flutters in response to an unfelt, ethereal wind — produces no heat. The secrets of its creation were divulged by the goddess of witchcraft to her most loyal followers. It is rumoured that those who attempt to make such a blade without her blessing quickly go blind.

This dagger has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Each time you expend 1 or more of the dagger’s charges, your lifeforce is syphoned and you take 1d6 necrotic damage per charge expended. This damage can’t be reduced or avoided in any way.

Mysteries of Darkfire. While holding this dagger, its blade sheds dim light in a 5-foot radius. The dagger can be used as a spellcasting focus, and when used as a weapon, it deals necrotic or psychic damage (your choice each time you hit with it) instead of the usual piercing damage.

The Dagger Hungers. As a bonus action while holding the dagger, you can expend 1 charge to empower it until the start of your next turn.  During this time, the first creature you hit with a weapon attack using the dagger, or with a spell attack you cast, the target takes an additional 3d6 necrotic damage.

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Rare variant: Increase the damage of The Dagger Hungers to 3d8. The dagger has the Spellsense property.

Spellsense. While holding the dagger, you know if a creature you can see within 30 feet of you is capable of casting spells, and what the highest level of spell it can cast is. In addition, you have advantage on Intelligence (Arcana) checks made to identify spells.

Very rare variant: Increase the number of charges to 9, the recharge to 1d6 + 3, and the damage of The Dagger Hunters to 3d10. The dagger has the Spellsense property. You can spend an additional charge when you use the The Dagger Hungers property to grant yourself advantage on the next attack roll you make with the dagger or the next ranged spell attack you make before the start of your next turn.


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