You have a +3 bonus to attack and damage rolls made with this magic weapon.
This weapon has 4 charges that are neither gained nor lost upon a long rest. After hitting a creature, one of the charges is used as it absorbs the damage done to the creature. If you hit a creature while all four charges are full, you can choose to replace the first charge. These charges last until you use them.
When you use any charges, you use them in order of oldest to youngest. With these charges, you can do one of three things:
- As a bonus action, you can use up to two charges to add to any damage you do on your next attack.
- As an action, you can use up to four charges and inject them into a creature. This creature receives healing equal to the number saved in the charges.
- As an action, you can use up to four charges to heal yourself by an amount equal to the amount inside the charges.
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
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