Weapon (rapier), uncommon (requires attunement)

Crackling faintly with static, this elegant blade now shimmers with a faint pearlescent sheen. Its swirling wind-etched patterns subtly move along the metal, like gusts caught in steel. Light as a whisper, the blade seems to pull you forward with each swing.


Properties

  • You gain a +1 bonus to attack and damage rolls made with this weapon.

  • Whispers of the Wind. When you take the Dash action, you may move an additional 10 feet as wind lifts and carries you forward.

  • Lightning Feint (1/short rest). When you hit a creature with this weapon, you can choose to unleash a shock of unstable air. The target must succeed on a DC 13 Constitution saving throw or be shocked, granting advantage on the next melee attack made against it before the start of your next turn.

    Task to Become Rare: “Steal the Breath of a Storm”

    To evolve Zephyra Rapier further, you must defeat a creature native to the Plane of Air — such as an air elemental, djinni, or cloud wyvern — without ever touching the ground during the battle. You must fight using only airborne movement (flight, levitation, falling, wind-walking, etc.) for the weapon to be impressed by your mastery of its domain.

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

WilliamTaylor7652

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