You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 16 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The rapier can't be used this way again until the next dawn.
Alternatively, you can load up to 3 doses of poison into the sack in the pommel. These loaded poisons last for one minute after activated or until it hits a creature 3 times.
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: Poison, Bonus: Magic, Poisoned, Damage, Debuff, Combat, Finesse, Vex
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