Innate abilities
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Barnacle takes magical abilities from other magical swords if she defeats them in combat.
The following abilities require a DC 17 Charisma Based check (Persuasion ,Intimidation etc.) This is your object interaction. You can ask for as many of these abilities as you want each ability requires its individual DC 17 check
Advantage on attacks against creatures that are larger than you.
Can cast green flame blade.
Cursed once attuned to barnacle you must make daily DC 15 Constitution Saving throws on a fail you suffer a level of exhaustion. For every new ability gained there would be another level of exhaustion on a failed save. On a Natural 1 you die instantly.
Storms follow the wielder of the kraken giving Disadvantage on navigation checks for ships and Dexterity checks for individuals
If you die while wielding the Barnacle you go straight to the Kraken's stomach.
If the barnacle kills the kraken she becomes the new kraken.
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: Damage, Combat, Finesse, Vex
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