Weapon (rapier), artifact (requires attunement by a Requires Attunement)

Alsus Flores, Aspen's family legacy, passed down through generations, is a transforming rapier imbued with incredible magic, said to be a powerful conduit of the natural cold of their homeland. The following are the weapon's properties.

It is a +5 weapon, that additionally does 4d6 cold damage on hit. It has the following weapon properties added to it.

Time Splitter:

The weapon has 4 charges, that can be used in the following ways:

Pause: As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge. Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now.

Time Dilation: As a bonus action, you can tap into this weapon's chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls a 1d3, the result is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can't do so again until the next dawn.

Spellsword:

While grasping the hilt, you can use a bonus action to expend a spell slot of 1st level or higher to activate the sword, causing a blade of pure energy to spring into existence. The sword remains activated for 8 hours, or until you deactivate it early using an action. Once you activate the sword in this way, you can use it as a spellcasting focus, and you are proficient with the spellsword for the duration.

You can use your spellcasting ability, instead of Strength or Dexterity, for your attack and damage rolls using this weapon, which deals force damage instead of piercing damage. If you activate the sword using a 3rd- or 4th-level spell slot, its damage die becomes a d8, and you gain a +1 bonus to attack and damage rolls made with it. If you use a 5th-level slot or higher, its damage die becomes a d10, and the bonus increases to +2 instead.

When you deactivate the weapon early using an action, the remaining magic stored within the blade erupts into a wave of energy. Each creature in a 10-foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. If the sword was activated using a 3rd- or 4th-level spell slot, the force damage becomes 4d8, or 5d10 if it was activated with a 5th-level slot or higher.

The blade emits bright light in a 20-foot radius and dim light for an additional 20 feet, and disappears if the sword is no longer activated or if you let go of the weapon. While holding the activated sword, you can use a bonus action to cause the blade to vanish or reappear.

Scimitar of Speed:

In addition, you can make one attack with it as a Bonus Action on each of your turns.

Glaive of the Revenant King:

๐™Ž๐™š๐™ฃ๐™ฉ๐™ž๐™š๐™ฃ๐™˜๐™š. The glaive is a sentient weapon of chaotic good alignment, with an Intelligence of 14, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Elvish and Sylvan.

๐™‹๐™š๐™ง๐™จ๐™ค๐™ฃ๐™–๐™ก๐™ž๐™ฉ๐™ฎ. The glaive is inhabited by the spirit of Kelren, the elven king of Imfe Mythse. His lifeโ€™s mission to rid his kingdom of demons, fiends, and other unwelcome ilk lives on inside the weapon. He seeks to rebalance the flow and seasons of nature, eager to destroy anything that threatens to change the natural ecosystems of the world.

Kelren is stern, but honest. He may share stories of his kingdom from time to time if an anecdote serves to further his ambitions. A character who he deems unworthy of wielding the blade, such as a weak or evil creature, may be denied the ability to attune to the weapon.

๐™€๐™ก๐™ซ๐™š๐™ฃ ๐™†๐™ž๐™ฃ๐™จ๐™๐™ž๐™ฅ. You are considered proficient with this weapon if you are an elf or half-elf. In addition, while attuned to this weapon, you have advantage on Charisma checks made to interact with fey creatures.

๐™€๐™ฃ๐™š๐™ง๐™œ๐™ฎ ๐™‰๐™ช๐™ก๐™ก๐™ž๐™›๐™ž๐™˜๐™–๐™ฉ๐™ž๐™ค๐™ฃ. If you hit a target with this weapon that is either resistant or immune to cold or fire damage, that target loses that resistance or immunity until the end of your next turn.

Ghostflower:

 

Transforming Weapon. As a bonus action you can transform between Rapier mode and Pistol mode. The weapon properties change when they transform, and can only be in one form at a time, and weapon masteries can only be used if the weapon is in the correlating form. As you continue your adventure and gain more experience out in the Realms, you find ways to tweak and improve this weapon. When certain milestones are met, this weapon gains additional properties and it's rarity changes to reflect the improvements you've made. Additionally, you gain access to all the abilities below.

- Rapier. In this mode, it is a magical Rapier.

- Pistol. In this mode, it is a magical Pistol (Exandria).

C Class (Uncommon): You can cast Burning Hands, Ice Knife, Witch Bolt, and Thunderwave once per day with a DC of 13 and a spell attack of 7.

B Class (Rare): The B Class weapon has the C Class property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon, and the C Class property has it's Spell Save DC increased to 14 and Spell Attack bonus increased to 8.

A Class (Very Rare): The A Class weapon has the C Class property, and it improves on the B Class property. The bonus to attack and damage rolls increases to +2, and the C Class property has it's Spell Save DC increased to 15 and Spell Attack bonus increased to 9. You can transform the weapon once per turn as a free action and gain access to the Glyph Royalty property. When in Pistol mode, it magically creates its own ammunition, which disappears after a ranged attack hits or misses.

S Class (Legendary): The S Class weapon loses the C Class property (replacing it with Elemental Chamber), and it improves on the B Class and A Class properties. The bonus to attack and damage rolls increases to +3, and deals an additional 1d8 piercing damage in Rapier mode and 1d10 piercing damage in Pistol mode, and it doesn't have the reloading property. Additionally, you gain access to all the abilities below.


Elemental Chamber
Ghostflower houses an internal revolving cylinder that can hold 4 crystals at a time, each one costing 1,000gp and infused with elemental energy. You can switch to a different crystal as a bonus action, rotating the chamber to activate an effect. Each effect lasts for 1 minute, and to reload the chamber it uses the same reload properties as the pistol. You may also expend one of your own spell slots (if you have them) to reload 1 crystal per level of the spell the gem casts. You cannot use an effect from the elemental chamber if the correlating crystal is expended.

- Ruby Flame (Fire, Ruby Crystal) Your attacks deal an additional 3d6 fire damage. You may expend the ruby to cast Burning Hands (DC 20 or yours, whichever is higher) at level 6 as a bonus action.

- Opal Blizzard (Cold, Opal Crystal) Your movement creates a trail of frost that lasts until the end of your next turn. Creatures moving through your trail have their speed halved until end of their turn. You may expend the opal to cast Ice Knife (DC 20 and attack bonus of 12 or yours, whichever is higher) at level 7 as a bonus action.

- Sapphire Spark (Lightning, Sapphire Crystal) Your first attack roll from Ghostflower each round leaps to a second target within 10 ft (make a separate attack roll). You may expend the sapphire to cast Lightning Bolt (DC 20 or yours, whichever is higher) at level 6 as a bonus action.

- Diamond Wind (Force, Diamond Crystal) Your strikes gain 10 ft pushback on hit. You may expend the diamond to cast Pulse Wave (DC 20 or yours, whichever is higher) at level 8 as a bonus action.

Ghost Waltz (Once per short rest, Bonus Action)
Your form blurs like translucent petals on the wind. For the next minute, you can Dash or Disengage as a bonus action and upon activating the Ghost Waltz. You may make one additional melee weapon attack as part of casting a cantrip once per turn. Ghostflowerโ€™s damage becomes force, and it gains the Reach property of 10ft.

Ghostly Resonance
As a reaction, when a creature you can see targets you with a melee attack, you may expend one crystal to parry with a burst of energy. Roll your base weapon damage and reduce the incoming damage by that amount, as well as the corresponding spell damage dice. The attacker must also succeed on a DC 20 Strength saving throw or be pushed 10 feet and knocked prone.

Glyph Royalty
Glyph of Warding is a spell you always have known and prepared as an A Class weapon and casting it costs half the usual diamond dusts to create them as an S Class weapon.

Weapon Mastery(Magus):

Once per day, can use a metamagic on a spell.

Ice Coating:

Weapon deals entirely cold damage on hit. It also deals an additional 3d4-1 cold damage per hit.

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: Requires Attunement, Finesse, Vex

F3lixKeller

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