Azrael's Rapier (5e Equipment)
Weapon (rapier), very rare(requires attunement by a creature of neutral alignment)
Upon attuning to this weapon, the blade of what once looked like an average rapier will be engulfed in a small orange-red flame. The flame will remain unlit while sheathed; upon being fully unsheathed the flame will ignite, even while underwater. This sword deals 1d8 piercing damage, with an additional 1d4 fire damage.
Divine Fire - If the deity that the wielder of this sword servers is pleased by the actions of this weapon's user; the deity may grant this sword a divine flame. This boosts the damage output by an additional 1d4 radiant damage (base damage is now 1d8 piercing + 2d4 fire). While boosted the flame becomes light. Only the deity who blessed this word with this bonus can remove it.
Dim Light - While this sword is drawn, the flame gives off a dim light for 20 feet; 30 feet for a divine flame. Dim light becomes bright light and darkness becomes dim light. All creatures within the circle of light can see to the edge of the illuminated area.
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: Fire, Damage, Combat, Finesse, Vex
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