Weapon (rapier), artifact (requires attunement)

This weapon was once a divine artefact. Now corrupted, the aura it emanates is seeped with evil. The Abyssal Point is a +6 magical rapier, granting a +6 bonus to attack and damage rolls with the weapon. When you hit a celestial, fey or a humanoid with the Abyssal Point, that creature takes an extra 2d10 necrotic damage.

Divine Betrayer.  While you hold the drawn sword, it creates an aura in a 10-foot radius around you. Creatures of your choice in the aura have disadvantage on saving throws against spells and other magical effects. If you are chaotic evil, the radius of the aura increases to 30 feet.

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: Necrotic, Disadvantage: Saving Throws, Damage, Combat, Warding, Finesse, Vex

Item Tags: Damage Combat Warding

Gninthgil

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