You have a +1 bonus to attack and damage rolls made with this magic weapon.
This rapier doubles as a flute that plays a haunting tune with each swing. When hit, target creature must make a DC 16 Wisdom saving throw. On a failed save, target creature takes 4d6 psychic damage or half as much on a successful save.
Up to 3 times per day, you may spend 1 action to play one of the 6 difference types of melodies, based on the result. The melody affects all creatures able to hear it within a 30 feet radius.
1. Joyous Melody. Play a joyful melody that evoke joyous and happy feelings that calm and soothe the soul, as well as pacify and weaken the will to fight. willing creatures gain 10 temporary hit points. Enemy creatures must make a DC 16 Wisdom saving throw. On a failed save, they have disadvantage on attack rolls against you until the start of your next turn
2. Tragic Melody. Play a melancholic melody that evoke a feeling of great sadness. Creatures must make a DC 16 Wisdom saving throw. On a failed save, they are stunned until the start of your next turn.
3. Fanfarous Melody. Play an empowering melody that ingrovates those who hear it. Willing creatures gain 10 Temporary hit points and have advantage on their next attack roll or skill check.
4. Fearful Melody. Play a dreadful melody that evokes fear towards those who hear it. Creatures must make a DC 16 Wisdom saving throw. On a failed save, they are frightened until the start of your next turn.
5. Charming Melody. Play a seductive melody that evokes lust towards those who hear it. Creatures must make a DC 16 Wisdom saving throw. On a failed save, they are charmed until the start of your next turn.
6. Improvised Melody. Play an improvised melody whose effects are unknown even to you. roll 1d6. depending on the results, the following spells will be cast onto target creature of choice, including yourself. 1: prestidigitation 2: healing word (at 2nd level) 3: mirror image 4: minor illusion 5: blur 6:polymorph. You must choose your target before making the roll.
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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