Allegro is a beautifully crafted rapier with an ornate hilt adorned with musical motifs, and its blade shimmers with an otherworldly silver sheen. This magical sword has the ability to dance in the wielder's hand, granting them exceptional combat prowess.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Abilities:
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Dancing Sword: Allegro possesses the abilities of a Dancing Sword. When attuned, it can be commanded to fight independently, allowing the wielder to focus on other tasks.
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Mellifluous Grace: You have a +1 bonus to attack and damage rolls made with this magic weapon.
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Aria of Attunement: When attuned, the wielder must be singing to unlock the sword's full potential. Before using its abilities, you must make a successful Performance Check (DC 10). If you fail this check three times in a row, the blade will unattune itself.
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Masterful Bond: Once attuned, you can't be disarmed of Allegro unless you are incapacitated. It can be summoned to your hand as a bonus action on your turn. When summoned, the blade is seemingly thrown by a commoner human who materializes from the shadows, throwing the sheathed sword unerringly to your hand.
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Elegant Reciprocation: When combat is over or the sword needs to be set aside, you can sheath Allegro as a free action and toss it into the air. The same commoner human will appear to gracefully catch the sword without fail.
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Cunning Agility: When in combat, wielding Allegro in hand, and singing, you have the Cunning Action ability. Your quick thinking and dancing agility allow you to move and act swiftly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage action.
- Harmonic Illumination: Allegro can cast the "Dancing Lights" cantrip once per short rest. This ability allows you to create, as per the spell, harmless, floating, and glowing orbs of light that provide illumination and can be used for artistic expression or tactical purposes.
Backstory: Allegro is said to have been created by an enigmatic elven bard known as Maestra Seraphina. She was a master of both combat and music, and she forged this rapier to blend her two greatest passions seamlessly. The weapon has been passed down through generations, finding its way into the hands of those who appreciate the art of both combat and song.
Legend has it that Allegro was last wielded by a swashbuckling rogue of a bard named Aloisius Jelem, who roamed the world, singing songs of adventure and stealing the hearts of all who heard. Their performances with Allegro were the stuff of legends, and they were known for their dazzling agility and quick wit in battle, often taking down foes with a flourish of the blade and a well-timed verse.
Allegro's whereabouts are unknown, and it is said to appear only to those with a true passion for music and the spirit of adventure. Those who seek the rapier should be prepared to sing their heart out and dance through the trials that lie ahead.
Dancing Sword Abilities:
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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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