Weapon (rapier), legendary (requires attunement)

Zephyra is no longer just a blade — it is a willful current of living air given form. Its once-slender blade now trails streaming ribbons of elemental mist, shifting shape subtly as you move. The blade vibrates with pure elemental song, and when drawn, the air itself bends in anticipation. Thunder follows in its wake, and even silence grows quiet around it.


Properties

  • You gain a +3 bonus to attack and damage rolls made with this weapon.

  • Sovereign Stride. When you take the Dash action, you may teleport up to 30 feet instead of moving normally. This movement does not provoke opportunity attacks and leaves behind a harmless but dramatic burst of wind and lightning.

  • Living Lightning. When you hit a creature with this weapon, you may choose to release a charge (3/long rest). That creature must make a DC 17 Constitution saving throw. On a failure, it takes 6d8 lightning damage and becomes shocked (disadvantage on Dex saves/checks, can’t take reactions) until the end of its next turn. On a success, it takes half damage and isn’t shocked.


🌬️ Sentience (Moderate)

  • Sentience: Zephyra Rapier is a sentient neutral good weapon, with Int 12, Wis 14, Cha 16.

  • Languages: It understands Auran and Common, and can speak telepathically with its attuned wielder.

  • Personality: Zephyra is curious, joyful, and idealistic — like a breeze with a conscience. It speaks in short, poetic phrases, and adores flight, freedom, and vast skies. It dislikes confinement, cruelty, or those who would ground others metaphorically or literally.

  • It considers its wielder a partner, not a tool, and often offers guidance through sensations in the wind or emotional nudges during moments of decision.


Task to Become Artifact: “Break the Breathless Chain”

To become an artifact, Zephyra Rapier must defy the stillness imposed by the Abyss. The wielder must travel to a region where elemental air has been suppressed or imprisoned, such as a storm sealed by planar magic or a ruined air node sealed by demonic hands, and unleash the captive winds. The rapier must be used to strike the final blow that frees the wind’s heart, even if it means tearing reality open.

Only in this act of storm-forged liberation will the blade recognize the wielder as Skyborn — and ascend.

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: Lightning, Damage, Combat, Sentient, Finesse, Vex

Item Tags: Damage Combat Sentient

WilliamTaylor7652

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