The AR Saber (Named after Avafarihim Roqor, Who created the magical theory possible to create this piece of equipment). Uses the concept of ribbons, Small strands of unstable magic found around alot of unstable spells, Wild magic or wild creatures. With enough magical knowledge, one was able to interact with those unstable threads of magic, often to non results as due to the lack of stability, they useally just disapate into nothing, returning to the wound. or in worst cases when handled with somebody less than comptent magical skill touches the ribbon, the stable and unstable wildly blend together, causeing a catatrosphic reaction.
Roqor, who earnt the title lord of ribbons for his understanding of this concept and mastery over ribbons to even have them as his invisible omnipresent weapons, while sat around a pool talking to a butler and maid, when the subject of weaponary came up, ribbions thought of a concept, huridly finshing his drink and running to his quaters. With this, the spark that became the start of the thesis of controling semi stable ribbions, that were used in bonds found in roqor kingdom to restrain magical prisoners and disrupt there flow of magic, through a gemstone with a rune carved on it, Roqor named it a "reborn", in his words, Rebirthing unstable magical energy as a disrupter of regular music. These "Reborns" Were shipped out and mass produced through a duplicating spell.
A AR Saber is a rapier with a ruby red crystal embeded in its silver hilt, This Ruby Red Cyrstal is the reborns, the reason it is a rapier instad over a standered longsword was due to stability issues, due to the size and the mass of a long sword, it made the reborns very very unstable, meaning that a single sword clash would cause a massive explosion of magical energy. Due to the expense produced from there manifacturing, Most guard houses in smaller areas have a communial ar saber, useally wielded by the captain of the cities guard, in more densely pouplated areas, AR Sabers are issue on most guards captians due to fear of unstable magical threats. It also not uncommon for AR sabers to be bought by noblity
Anti Magic Properties
When a AR Saber hits a magical barrier or shield, (Eg a shield spell or magical shield), The target must make a consentration saving throw (DC 15) , if they fail, the magical defense is dispatched (Eg the shield spell is finished eairly or the magical shield loses its magical propertier for 1d4 days). If they pass, the Reborns will reject the magic and the spell will continue If somebody uses a magical defensive as a reaction against a target, It is destroyed immidently by a AR Saber.
If You strike a target, mid casting a spell, You force a consetration saving throw (Dc 15). If they fail, the spell caster will feel like they just had magma injected into the vains as the reborns sends ribbons directly into the targets bloodstream to disrupt the spell. The target spell will be canceled and they will use the spell slot they used to cast, as if the spell was sucessful.
Removing a Reborns
Removing a reborns from the hilt of a AR Saber is considered extremely dangerous and what exactly guards and soliders alike are told not to do, It requires a dc 18 strenth check or slight of hand check. When a reborns is sucessfully removed, the ar saber glows a dark purple as the ribbons coating the blade will become extremely unstable, making the blade glow a blueish colour before causing a dark midnight royal blue expolison that effects everything with 50ft. Everything within the 50ft must make a dexterity saving throw (Dc 16) or take 3d10 force damage. This explosion will absolute delete any non magical objects in consumes, tearing through buildings and other such things with ease. When you remove a reborns, it still remains active and can be stored safely after
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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