Alchemist's Trick. This invented weapon has the ability to store and deploy any liquid substance the wielder may wish to utilize upon it.
The wielder can choose up to three separate substances and store a vial of each in the weapon's handle.
The wielder can then at any point expend a charge to activate a chosen substance as a free action to coat the weapon with the substance.
When activated using one charge it takes one round for the weapon to be fully coated, this does not count towards "used" rounds for the substance.
If the wielder chooses to expend two charges this process can get expedited to be used the same round.
The wielder can choose to clear the active substance from the weapon using a bonus action and two charges. The magical charges burning the active substance off uses up all of the remaining substance, but the wielder can immediately choose to activate another substance. However, the weapon can only have one active substance at a time and only one substance can get activated per round of combat.
Spellcasting. Using this magical weapon the attuned may cast Poison Spray (cantrip), Detect Poison and Disease (2 charges) and Protection from Poison (3 charges).
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Longsword 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, by someone proficient with poisoner's kit, alchemical supplies or herbalism kit, Damage, Utility, Combat, Versatile, Sap