Impale (Sealed Form - Dormant). You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, if the creature you are attacking is wearing medium or greater (heavier) armor, you have advantage against the target.
Fateweaver (Shikai Form - Awakened). If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You can use either roll. This property can't be used again until the next dawn.
Alter Reality (Bankai Form - Exalted). The sword has 4 charges. While holding it, you can use an action to expend 1 charge and cast the Wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
7 Pointed Star [Unique]. The sword has 7 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 18 Intelligence saving throw or be slain instantly as the sword tears its life force from its body, and eviscerates the mind (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
The zanpakuto of the legendary oracle and kido-master, Cameron the Clairvoyant. In the world of Bleach, he trained hard, and helped to save the Soul Society with his friends.
It is not enough to simply know the name of one's Zanpakutō. If a wielder were to lend its power to its Zanpakutō, the weapon would become stronger. To fully use a Zanpakutō's power, a wielder must get to know its Zanpakutō's spirit. Jinzen (刃禅, Sword Meditation; Viz "Sword Zen"): This method is the only way to carry on a proper conversation with one's Zanpakutō. One places their sword over their lap, takes a meditative pose, and forces their mind to become one with the Zanpakutō. In this form, one can call out the true form of the powers of their Zanpakutō. It has been refined over thousands of years, since the beginning of Soul Society, to allow one to commune with their Zanpakutō. This advanced form of training is far different from attaining abilities by force. In this form, one enters a state of calm to enter the inner world of the Zanpakutō and engage them there. In this state, a wielder will have to fight their Zanpakutō spirit in order to attain access to new abilities. Unwilling to teach its owner these abilities, the Zanpakutō spirit engages its wielder in a battle, the likes of which has never taken place before.
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, any creature with an Intelligence score equal or greater to 18, and Wisdom score equal or greater to 14, Damage, Combat, Finesse, Vex
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