Spear-mint Dagger

A Thousand Souls have felt the freezing minty freshness of the mint condition spearmint dagger. The dagger was forged in the secret spice mines, between the circles of Dis and Avernus. The Spear Mint Dagger, or as it is known in the infernal tongue "Icihot," has a long history. It has spent most of it's time on the material plane as it is the favorite gift of Sennacharib the Spice Succubus to her mortal servants.

Mint Condition Dagger

This dagger deals 1D6 Piercing Damage instead of the normal 1D4 for daggers as long as it remains in mint condition. If Culinary Culling is successfully resisted the Dagger loses mint condition until the next time it is able to taste the blood of the tasteless.

Spear-mint

Once per long rest, as a Bonus Action the dagger can be transformed into it's spear mint form. It gains the property reach, and now adds an extra 1D6 Cold Damage from it's frosty minty freshness. While it is in spear form it is impossible to conceal it's infernally delicious origins. It remains in spear form until the holder wills it back to knife form or it is thrown. If it is thrown and it hits it deals 4d8 Cold Damage

Eternal After-taste

This weapon will always return to it's master at the beginning of the round in dagger form.

Culinary Culling

If there is someone within 60 feet is flagrantly flouting established spicing rules or good culinary technique. The holder of the weapon will need to make a Wisdom Saving Throw DC20 or attack that individual. This attack deals an extra 8D6 cold damage.

This attack is never triggered by those who are forced to eat bad food because of need. Only those with bad taste are forced to make this check.

Spice-laden Sentience

The Dagger possess a rudimentary awareness of it's surroundings and if it's owner becomes proficient in Cooking Utensils the owner can communicate with the dagger telepathically.

Spice fueled by Souls

Whenever the Spearmint Dagger Slays a foe with a soul and it is in mint-condition roll a D20 and activate one of the spice conditions. The save for all conditions is your Charisma modifier + 15. If a damage dealing condition is saved it deals half damage.