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.