This weapon hums with the rhythm of distant skies. The blade is now semi-transparent, like glass forged from air and lightning, with shifting storm-runes flowing beneath its surface. A soft voice sometimes calls out in ancient Auran — unintelligible to most, but heavy with emotion and direction. The rapier feels not just alive, but alert — watching the winds, waiting to fly.
Properties
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You gain a +2 bonus to attack and damage rolls made with this weapon.
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Whispers of the Wind. When you take the Dash action, you may move an additional 15 feet, and you can disengage as part of that action as gusts lift you between blows.
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Lightning Feint (3/short rest). When you hit a creature, you may unleash a bolt of charged air. The target must succeed on a DC 15 Constitution saving throw or become shocked until the end of your next turn. While shocked, they suffer disadvantage on Dexterity checks and saving throws.
⚡ Sentience (Low)
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Sentience: Zephyra Rapier is sentient, with Int 10, Wis 12, Cha 14.
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Communication: It can communicate basic feelings and intent via brief gusts, static pulses, or Auran whispers (understood only by its wielder).
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Personality: Zephyra is curious, restless, and deeply attuned to motion. It dislikes being stationary or submerged in water. It often urges its wielder to explore, to move, and to seek higher altitudes or purer skies.
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, Sentient, Finesse, Vex
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