**Weapon (rapier), legendary (requires attunement by a rogue)**
Magic Weapon: This is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
- Vampiric Strike: When you hit a creature with this weapon, it deals an additional 2d6 necrotic damage. The wielder regains hit points equal to half of the necrotic damage dealt.
- Soul of Dumpty: The spirit of Dumpty inhabits the rapier, providing the wielder with expertise in Stealth and Acrobatics. The wielder gains advantage on Dexterity (Stealth) and Dexterity (Acrobatics) checks.
- Whiskers of the Sanguine: Once per long rest, you can call upon Dumpty's guidance. For the next 60 seconds, you have advantage on all attack rolls, ability checks, and saving throws. Additionally, you can use your Sneak Attack feature even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
- Bloodthirst: If you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to your rogue level + your Dexterity modifier.
- Vampiric Mist Form: As an action, you can transform into a misty form for up to 1 minute. While in this form, you have a flying speed of 30 feet, can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can't attack, cast spells, or manipulate objects in this form. You can use this ability once per long rest.
- Rogue's Resilience: While wielding this weapon, you have resistance to necrotic damage and advantage on saving throws against being charmed or frightened.
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: Finesse, Vex
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