Weapon (rapier), rare (requires attunement by a To attune to this weapon, you must either be a rogue, bard, warlock.)

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. 

Luck. If the weapon is on your person, you can use your reaction to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn.

The weapon has 4 charges. While holding it, you can expend 1 charge to cause one of the below effects to happen. These refresh 1d4 charges on a short rest.

Confused - The creature hit with this weapon must make a saving throw against your spell save DC or have the frightened condition until the start of your next turn.

Poisoned - The creature hit with this weapon takes an additional 2d4 poison damage and must make a Constitution saving throw against your spell save DC or have the poisoned condition for one hour.

Incapacitated - The creature hit with this weapon must make a Constitution saving throw against your spell save DC or be incapacitated for one hour.

Prone - The creature hit with this weapon must make a Dexterity saving throw against your spell save DC or be knocked prone.

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, To attune to this weapon, you must either be a rogue, bard, warlock., Finesse, Vex

D20Grove

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