This Rapier is held inside an incredibly detailed and ornate Scabbard that gives it the appearance of an ornate walking staff. A DC 21 perception Check on the staff is required to see that the staff is actually a scabbard. This object has Two Forms, and it takes an action to switch between forms. (Drawing and Sheathing the rapier). The forms are Staff and Sword. When in sword form the Scabbard is tied to your back , this is done as part of the action. When Drawing the sword you can choose to have up to two of the cantrips that can be cast by the staff be shown on the sword without expending the use for the day. (E.G. the sword glows blue, and a harmless wave of thunder rings out as the sword pulls free.)
This Both Forms warn you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Both Forms Also Increase Intelligence, and Dexterity Scores By 1.
The Staff form grants expertise on history and arcana checks as long as you are attuned to the staff. It also has the ability to cast Prestidigitation, Thaumaturgy, message, mending, and minor Illusion 3 times a day each. The Staff cannot be used Offensively.
Adorning the handle of the Staff is a small ruby. To choose/change the effect of the Ruby you must spend 8 hours in a library in deep intensive study, and take a level of exhaustion. Also you automatically fail saving throws you are not proficient in until your next long rest. The potential Effects of the Ruby are as follows:
- The Ruby actively seeks to hide your location, while you are attuned, all divination magic used against you and in a 60ft radius around you will fail. You also gain acces to Scrying, which can be used twice per long rest.
- This ruby acts as a powerful arcane Nexus. Each turn, you may choose to have the Staff cast shield upon you for free, or give all friendly spell casters within 40 ft receive a +3 bonus to their spell DC's, spell attacks, and saving throws against enemy spell attacks.
- As a reaction each turn you can choose 2 damage types and gain resistance to them; in addition, if ,on the next turn, you deal the same type of damage you chose to have resistance to, you heal up to half the damage you dealt, or can heal someone you can touch up to a quarter of the damage dealt by you.
- The staff hardens and gains the properties of an unbreakable adamantine Rod, and grants a +15 to hit and to damage against objects.
- If you study alongside two spell casters with all spell slots available, you can choose to teach the staff 4 spells of any level up to 6th level. The staff then gains 1 spell Slot of the 6th level, 3 spell slots of the 5th level and 6 of the 4th level. This will consume all of the caster's spell slots until the next long rest. the casters are also affected by the downsides of the ceremony, When a spell is cast, roll a percentile Die. On a 1-10, you recharge a 5th level spell slot, but a random friendly spell caster loses all spell slot from 5th level and below spell slots. If the caster is out of 5th level spell slots, they take 5d10 psychic damage and are stunned for 2 rounds. On a 90-97 you steal a spell slot from an enemy caster, if they do not have a spell slot of that level they take 5d10 psychic damage and are stunned for 1 round. On a 99-100, the spell is overcharged and has doubled duration, doubled range, + 19 damage, or a bonus +3 to the Save DC (Determined by a D4, the range increase can cause spell to overshoot if there is no specific target.). If it is a concentration spell, the concentration requirement is removed. On a 50-55, the spell Fails and you must roll a d20. On a 1 you take 10d12 psychic damage and 3 levels of exhaustion, The ruby will also lose power if this occurs. All other Numbers on the d100 have no special effect, and the spell goes off as normal.
The Rapier is held inside an incredibly detailed and ornate Scabbard that gives it the appearance of an ornate walking staff. A DC 19 perception Check on the staff is required to see that the staff is actually a scabbard. While Drawn you lose access to the effects of the staff. However, the Sword has effects of its own. As a separate ceremony to the one above you may choose to do intensive study with the rapier drawn in a library for 8 hours and take a level of exhaustion. Also you automatically fail saving throws you are not proficient in until your next long rest. if both of these ceremonies are done back to back, it will require 3 days of rest to recover.
The powerful combat abilities granted by the sword ceremony are:
- The Rapier becomes a + 3 rapier and you may choose two races that you can find an anatomy book for inside the library. Upon this race only the sword becomes a vorpal sword and gains + 7 to damage attacks.
- The rapier can become imbued with mystical energy and grants the ability to, as an action, be thrown 30 ft from you and cause difficult terrain. enemies that move into, or start their tun in this terrain must make a dc 19 dexterity saving throw or be entangled in magical vines growing from the earth and have their movement speed cut down to 10 ft, cannot take flight and take 4d10 points of piercing damage. You can recall you sword to your hand as a bonus action, if you have not moved. This effect will remain for 1d10 turns after recalling. Can only be used once per long rest.
- The sword gains 10 Spell slots. They can be used to cast Zephyr strike as a bonus action (1 Slot), or Steel Wind Strike as an Action(5 Slots). These spell slots are regained on a long rest.
- As a bonus action you can choose to hold your rapier in a defensive posture, giving either a +3 to AC, or, as a reaction, advantage on an attack if you are hit by an enemy in range.
- As an action, you can make an attack that on a hit does no damage that turn, but marks the target visibly and grants advantage on attacks against that target for the remainder of combat. Alternatively on a hit you can make a non damaging cut across the face of the enemy, and grant the target disadvantage on all saving throws for the next hour. Either option can be done twice per short rest.
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: Advantage: Initiative, Bonus: Melee Weapon Attacks, Damage: Piercing, Expertise: Arcana, Expertise: History, Bonus: Dexterity Score, Bonus: Intelligence Score, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, You must focus your studies in a library while touching the staff for 4 consecutive hours., Damage, Detection, Combat, Finesse, Vex
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/22/2019 8:22:09 AM
|
4
|
1
|
--
|
Coming Soon
|
Comments