Weapon (rapier), legendary (requires attunement)

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

Dragon's Breath. (3 Uses per long rest)

Choose acid, cold, fire, lightning, or poison. Until the spell ends, use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Finger of Death.

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 points of slashing damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

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

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

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: Language: Draconic, Finesse, Vex

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