Weapon (rapier), legendary (requires attunement)

Baphomet's Bane is a magic, sentient longsword that grants a +2 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 1d10 slashing damage to undead.

If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.

You can use a bonus action to speak with the sword, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

While attuned to the artifact, you can use an action to cast fireball from it. After you cast the spell, roll a d6. On a roll of 1–5, you can’t cast it again until the next dawn.

While attuned to the artifact, your appearance changes as the sword spreads it's corruption.  You begin to sprout short horns and stutter on the letter "A", as if stuttering like a goat.

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: Fire, Damage, Combat, Finesse, Vex

Item Tags: Damage Combat

rpares89

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