You have a +1 bonus to attack and damage rolls made with this magic weapon. Instead of piercing damage it does lightning damage.
A level 6 artificer or higher can upgrade this weapon with 750gp and a weeks worth of continuous work, tinkering, and experimentation so that it can cast Thunder Step once per day.
Thunder Step: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
A level 8 artificer or higher can upgrade this weapon with 1000gp and a weeks worth of continuous work, tinkering, and experimentation so that it can cast a Lightning Bolt once per day.
Lightning Bolt R: 100ft line D: 8d6 DC: 15
A level 10 artificer or higher can upgrade this weapon with 2500gp and a fortnights worth of continuous work, tinkering, and experimentation so that it can cast Chain Lightning once per day
Chain Lightning R: 150ft You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
A level 12 artificer or higher can upgrade this weapon with 3000gp and a weeks worth of continuous work, tinkering, and experimentation so that it can cast Thunder Step three times per day.
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
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