Dagger

Daggers are the tools of thieves and assassins, used to slip past enemies defenses and deliver a mortal blow before their wilder is even seen. As such, they naturally have no place in the Iron Kingdom, which has a long tradition of valuing fair, legitimate combat.

On the other hand the Urali people have no qualms with the underhanded tactics, and will often avoid direct combat in favor of using scores of assassins to slit the throats of entire armies in their sleep.

Wounding Blow - 1sp
When caught unaware, there is little to nothing one can do to defend against an attack against a nimble weapon such as this.

When you attack an enemy with a surprise attack you may chose to forego rolling damage and instead deal one wound to your victim.

This will kill most mooks, and severely wound stronger enemies.

Maneuverability - 2sp
Daggers are lightweight and easy to handle, allowing their wilder a great deal of freedom when it comes to movement in combat.

Your move speed increases by 10 feet, and you may take the disengage action as a bonus action.

Poisoned Groove - 3sp
Many daggers have special grooves inscribed onto their blade, allowing them to deliver debilitating poisons.

You may prepare your dagger with poisons during a rest. The next time you deal a wound to an enemy, they will suffer the ill effects of that poison, providing they're still alive.

You start out knowing the following recipes:

Bloodroot extract - 3 uses - Causes exhaustion; 3d6 stamina damage.

Blue Whiness - Causes lethargy; speed halfed and -2 to hit.