Weapon (rapier), legendary

This slim black-metal rapier bears a basket hilt formed from intertwining sea-serpent bones. Fine channels run the length of the blade, designed to carry toxins directly into a wound. The weapon smells faintly of saltwater and nightshade.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Master Poisoner - Whenever you apply a poison to a weapon, ammunition, or other damaging item, the poison remains potent for 1 hour or until it successfully affects a creature, whichever comes first.

Assassin's Reserve - The rapier stores traces of countless toxins, and has three charges. As a bonus action, you may expend 1 charge to coat the blade in spectral venom. Until the end of your turn, the next creature hit by the rapier must succeed on a DC 15 Constitution saving throw or become Poisoned until the end of your next turn. The blade regains 3 charges at dawn. 

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

Item Tags: Damage Combat

Zutono

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