This weapon is a magical +2 rapier constructed from part of an ancient relic, a Drow snake-staff. It was infused with the soul of an Assassin ancestor who's Order protected the Druids, however this soul will gladly take residence in a new, finely crafted blade to return to the profession they so loved in life. You can hiss the sword’s command word and make the blade of the sword become that of an animated snake for 1 minute. While activated you can make a melee attack using this snake-headed sword, which has a reach of 10 feet. By using the command word again, you return the sword to its normal state.
The Adder’s Fang has an ornate serpents head motif with fangs built into the hilt. You can choose to use your own Hit Die as charges to fuel the sword’s Strikes as the hilt’s fangs bite into your flesh. If the Strike requires a saving throw the DC is 13 + your Proficiency Bonus (PB).
Charges can be used once per turn for one of the following.
Sudden Strike. Before your first turn in combat you can expend a charge and add the die rolled to your next initiative. While this feature is active, your Assassin's senses are heightened and you cannot be surprised. If you expend an extra charge, you may also apply the benefits of your Unseen Strike to your first turn.
Unseen Strike. You use your bonus action to expend a charge and become one with the shadows as you turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
Seeking Strike. If you miss an attack roll with your Adder’s Fang while the sword's snake-form is active, you can choose to spend one of your charges and add the number rolled to the attack roll. If this causes the attack to hit, the die is spent.
Constricting Strike. While the snake-form is active you expend a charge on a hit and if the target is Large or smaller it must make a Strength saving throw. On a failed save, the target is restrained for the snake’s duration, as it wraps itself around the target. The sword may now only be used to attack the restrained creature and must stay within 10ft of it, or the creature is freed. To break out, the restrained target can use its action to make a Strength check against your save DC. On a success, the target escapes and is no longer restrained by the snake.
Venomous Strike. When you hit a creature while the snake-form is active you can expend extra charges to imbue the strike with magical venom. You choose the type of venom and it's damage type once the snake's attack has struck. The creature must succeed on a Constitution saving throw. If the creature fails this save the charge is expended and the creature takes 3d6 poison or necrotic damage. The creature can make a save against the poison’s effect at the end of it’s next turn. This feature has no effect on constructs.
1 Charge. Sickening Venom. The creature is poisoned for 1 minute.
2 Charges. Blinding Venom. The creature is blinded for 1 minute.
3 Charges. Stunning Venom. The creature is stunned for 1 minute.
4 Charges. Paralyzing Venom. The creature is paralyzed for 1 minute.
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, Poisoned, Restrained, Blinded, Stunned, Paralyzed, Assassin, Summoning, Damage, Finesse, Vex
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