the thread of arrogance

Weapon, Artifact (requires a link)

An artifact once worn by a great bard who boasted of having explored the entire world and beyond, who loved not only beautiful words but also jousts and duels. He had enchanted his faithful weapon to accompany him and keep him company on his travels, exchanging humor and cynicism. Unfortunately, his arrogance and passion for duels proved to be his downfall. Since then, his faithful weapon continues to roam distant lands at the waist of anyone it deems worthy.

The blade and its sheath have undergone numerous enchantments, strengthening the weapon as its wielder learns to use it. The rapier loves beautiful words and noble quests, and if its wielder refuses to accept or complete a quest it considers worthy of interest, it may refuse to leave its sheath. It will also demand that its wielder rid themselves of “anything ugly,” or it will likewise refuse to serve.

The Thread of Arrogance is a sentient weapon with the following characteristics:

  • Intelligence: 10
  • Wisdom: 10
  • Charisma: 16

The rapier gains the following properties based on its wielder’s level as long as they are attuned to it:

  • Level 1: Ability Provocation – DC 13
  • Level 3: +1 to hit and damage
  • Level 5: A critical hit deals an additional 1d6 psychic damage
  • Level 7: The rapier’s Charisma increases to 18, and the DC of the Provocation ability increases to 14
  • Level 9: Ability Autonomous Weapon
  • Level 11: A critical hit deals an additional 2d6 psychic damage
  • Level 13: +2 to hit and damage
  • Level 15: In its Autonomous Weapon form, the rapier gains a +8 to hit and deals 1d8+5 piercing damage. On a critical hit, it deals an additional 2d6 psychic damage.

Provocation. When you hit a creature, you can deliver a series of provocative words to that creature if it can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the beginning of your next turn. Additionally, you gain advantage on your attack rolls against this creature until the end of your next turn. The DC is equal to 10 + the rapier’s Charisma modifier.

You can use this ability up to 2 times per day. You regain all expended uses at the end of a long rest.

Autonomous Weapon. As an action, you can speak a command word, releasing the rapier from your connection. It then takes on the physical characteristics of an Animated Sword, with the following characteristics:

It retains its intelligence, wisdom, and charisma values and has a Dexterity of 16. On its turn, it uses a random ability from the following list, determined by rolling a d4:

  1. Help
  2. Cruel Mockery on the nearest enemy (DC 14)
  3. Attack: The rapier makes a strike against the nearest enemy. Range: 5ft Hit: +7 Damage: 1d8+4 / Critical: +1d6 Psychic Damage
  4. You choose one of the previous three actions.

When animated in this way, you cannot benefit from the other properties of the rapier, and you must fight with another weapon.

As a bonus action, you can speak the rapier’s command word again to recall it to one of your free hands.

If the rapier drops to 0 hit points, it falls to the ground unconscious. It must rest in its sheath for 1d4 days to be used again, and attunement is required once more after this time.