Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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: Damage: Necrotic, Damage, Combat, Finesse, Vex







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Posted Apr 12, 2020What happens if they go into an anti magic field? Is the wound able to be healed then or not?
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Posted Jul 16, 2020I would think that if the wounds themselves are magical and in that case it would remove the wounds, or if the wounds are just physical then it wouldn't matter. It doesn't say anything about the wounds needing magic to be healed so i don't think an anti magic field would have any effect.
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Posted Apr 3, 2023WHY can the search function of this site not find this page?
Further, why does it think I might have better luck searching for "ranger of wounding" or rather of wounding?" That doesn't even make sense!
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Posted Aug 13, 2023Where can you find this weapon?
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Posted Nov 22, 2023If I have placed Hex on a creature, when it comes around to the wounded creature's turn, would it take the 1d4 per wound plus a 1d6 from the hex or just the 1d4 per wound?
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Posted Nov 4, 2025My bad 2 years late but I think they'd take both the 1d4 and 1d6, two separate sources of damage so I don't see why they'd cancel each other out