This magic weapon has 7 charges and regains 1d4+3 expended charges if it spends 8 hours in the embers of fire. As a bonus action, you can expend 1 charge to to ignite the blade for 1 hour, or until you sheathe the blade. Flames erupt along the sword's length; it shed bright light for 40 feet, dim light for an additional 40 feet and deals an additional 2d6 damage on a hit.
Enhanced Attunement: Brand. If you undergo a branding ritual to become bonded to the blade, you can expend 2 charges to cast the heat metal spell at 4th level (spell save DC 16) as an action. In addition, the weapon regains all expended charges instead of 1d4+3. Once you have undergone his branding ritual, you cannot willingly unattune from the blade until someone else willingly undertakes the branding ritual, at which point the attunement passes to them.
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: Finesse, Vex
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