Weapon (rapier), legendary (requires attunement by a The moment a humanoid creature touches the item, they become forcefully attuned to the item replacing an item randomly if they are attuned to their max.)

The Artifact of Vistar is an ancient sword of strange origin. Found in an oddly preserved abandoned city of great stature in a stone container in the center of an ancient dungeon crafted specifically to contain it. The reason for it's binding and hiding away is unknown, but the city it was found in showed no sign of large-scale battle, mass death, or even looting and was in a strange state of preservation. The sword hums with strange white energy and radiates power for even a non-magically attuned adventurer to sense when close. A long straight blade made in a style akin to a cleaver extended past the normal length. The blade itself is made of a strange blue crystal rather than metal, for those knowledgeable in ancient lore the crystal is identified as concentrated "blood of the gods" going by various names. The blade seems to be decorated with veins, or roots, upward the blade curving and, in some parts, stretching out of the blade to form small serrated points along the back edge. The hilt seems to be made of a similar material and style, as if the blade grew the handle instead of being crafted, and indeed the hilt is curved similar to a saber with a brief rain-guard protects the hilt and curves several inches akin to roots growing. 

Holy Artifact. The Artifact of Vistar is sentient, and chooses its master carefully and has a way to sway reality around it. This ability can influence who would first touch the blade, binding to the blade almost instantly, and can even change shape. The artifact can change between dagger, shortsword, longsword, and greatsword forms, in each form the user has proficiency with the blade. When in dagger form the blade deals 1d4 radiant/piercing damage, when in shortsword form the blade deals 1d6 radiant/piercing damage, when in longsword form the blade deals 1d8 (1d10 versitile) radiant/piercing damage, when in greatsword form the blade deals 2d6 radiant/piercing damage.

The Artifact of Vistar is a +4 magical weapon, in each of its forms.

Sentience. The Artifact of Vistar is a lawful-neutral weapon with an Intelligence of 12, a Wisdom of 12, and Charisma of 16. It has hearing and darkvision out to a range of 80 feet, and has blindsight out to a range of 25 feet.

The weapon can speak, read, and understand both Common and Celestial, and communicates to their wielder telepathically. Its voice is emotionless yet seems to boom with authority. While you are attuned to it, the Artifact of Vistar also understands every language you know. The Artifact of Vistar can only speak to its wielder or other telepaths.

Personality. The Artifact of Vistar speaks with a monotone, being calm and collected with few emotional outbreaks and uses logical mindsets to address situations.

The Artifact of Vistar's purpose is to slay and destroy internals and undead. It doesn't care the circumstances of the undead or infernal and if the wielder refuses to destroy an undead it can see the blade will actively deal 1d4 psychic damage every minute to its wielder until it cannot see the undead. There are few reasons and words that can make the Artifact of Vistar believe an undead or infernal should be spared, but has a DC 22 persuasion check to convince them to ignore the undead temporarily but if it isn't repeatedly convinced every 24 hours (if said undead or infernal is still within sight) it will begin dealing psychic damage to its wielder again. 

Once per day (recharging at the next dawn) the Artifact of Vistar's wielder may cast Banishing Smite. After casting  the next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.

Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Banishing Smite lasts for 1 minute and requires 1 Bonus Action to cast.

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: Proficiency: Dagger, Proficiency: Shortsword, Proficiency: Longsword, Proficiency: Greatsword, Damage: Radiant, Bonus: Magic, The moment a humanoid creature touches the item, they become forcefully attuned to the item replacing an item randomly if they are attuned to their max., Finesse, Vex

Previous Versions

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Sullengar

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