Weapon (rapier), legendary

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Weapon (rapier), Legendary (requires attunment)

This blade is carved from the horn of a mighty unicorn, which still holds, and may even amplify, some of the magic within.

This sword has a Lawful Good alignment, inherited from the unicorn that was used to create the blade, and may "communicate" by transmitting emotion to the creature carrrying or weilding it, whether it is attuned or not. 

You have a +1 bonus to attack and damage rolls you make with this magic weapon. Additionally, the sword has 6 charges and regains 1d4+2 chargers daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components:

Shimmering Shield (1 charge). The target gains a +2 bonus to AC until the end of the unicorn's next turn. This may be cast as a reaction and has a range of 60ft (Cannot stack with Sheild).

Healing Touch (3 charges). Heal the target for 2d8+2 hit points

Miraculous Revcoery (2, 4, or 6 charges). Using this action, a character that is attuned may cast Revivify (2 charges), Raise Dead (4 charges), or True Resurection (6 charges), but doing so fundemenatlly affects the magic within the blade. 
 
Casting Revivify suppresses all magic within the sword preventing it from gaining additional charages without fingins a way to recharge to divine energies. 
 
Casting Raise Dead, in addition to the affects of the above, may cause the blade to become corrupted and cursed, causing the attuned member to find a way to purify it before it can be recharged. Further, it may disappear or even haunt the party. 
 
Casting True Resurrection drains all magic within the blade, turning it into a normal rapier.
 

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

Item Tags: Damage Combat

CursedHeart

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