Weapon (rapier), artifact (requires attunement)

A rapier originally belonging to the demon worshipping cult of Asmodeus. The sword requires a sacrifice to reach its full potential which it begs from its wielder until it is fully fed. Until it attains a certain amount of unique blood, it has the same statistics as that of a dancing rapier.

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Asmodeun Abilities:

After attaining 10 unique blood samples, the rapier allows it’s wielder to use it’s first blood ability.

10 Blood Samples - Blood of the Wretched

As a bonus action, you utter a demonic curse and choose whether to drown the body or mind in wretched blood dealing damage or giving disadvantage (and advantage) to the target depending on what the wielder has targeted. 

Body: If the body of an enemy is targeted, the enemy’s blood begins to rot, dealing 3d6 necrotic damage.

Mind: If the mind of an enemy is targeted, the enemy’s mind begins to overflow with blood causing disadvantage when it tries to make any charisma checks and grants advantage to any individual that makes charisma checks against it.

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, Combat, Finesse, Vex

Item Tags: Damage Combat

SaenaCamel

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