Weapon (rapier), artifact

This slender blade hums with barely audible whispers of the wind. Forged in the Eye of a Storm, it seems to float just slightly in your hand, light as air yet deadly as a gale.

This blade responds to your aerodynamic feline skin and your affinity for the windy mountains of yore; it grows as your affinity for the wind (player level) grows.


Level 3, Breeze-Touched
Passive: You gain the Gust cantrip (cast using Dexterity as the spellcasting modifier).
Zephyr Step (1/rest): As a bonus action, move 10 feet without provoking opportunity attacks. You briefly become semi-transparent like mist

Level 4, Whisper Slash
Passive: The rapier becomes a +2 weapon.

Level 5, Gale Dancer
Wind-Fueled Agility: You gain advantage on Acrobatics checks and your jump distance is doubled.
Air Stance: As a reaction when targeted by an attack, you can impose disadvantage on the attack roll. You must be able to see the attacker. Usable proficiency bonus times per long rest.


Level 7, Whispering Tempest
Windstrike (1/rest): After hitting a creature with the rapier, you can teleport to any unoccupied space within 30 feet that you can see. When you teleport, a sudden gust erupts, each creature within 5 feet of the target must make a Strength save or be pushed 10 feet away and knocked prone.
Air Stance: As a reaction when targeted by an attack, you can impose disadvantage on the attack roll. You must be able to see the attacker. Usable proficiency bonus times per long rest.

Level 8, Razor Gale
Passive: The Rapier becomes a +3 weapon.
Passive: You're immune to falling damage and have a permanent feather fall-like descent rate.
Cyclone Leap (1/rest): As an action, leap up to 20 feet and spin mid-air. Each creature within 10 feet of your landing point must make a Dexterity saving throw. On a fail, they take 4d6 slashing damage and are knocked back 10 feet. Half damage on success.

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Bonus: Magic, Damage, Combat, Finesse, Vex

Item Tags: Damage Combat

JackPrezzzi

Comments

Posts Quoted:
Reply
Clear All Quotes