You gain a +1 bonus to
Attack and
Damage Rolls made with this
Magic Weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an
Attack using this weapon hits a creature. That creature must succeed on a DC 15
Constitution saving throw or take 2d10 poison damage and become
Poisoned for 1 minute. The
Dagger can't be used this way again until the next dawn.