Silken Spite (Dormant)

ItemEGWp. 2772014artifact
Type
M
Rarity
artifact
Attunement
Required
Weight
2 lb.
Damage
1d8 P
Properties
F, Vst|EGW

The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.

Sentience

Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.

Personality

A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.

Dormant

The rapier grants the following benefits in its dormant state:

  • You can speak, read, and write Abyssal, Elvish, and Undercommon.
  • You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet.
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.
  • While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were 3.
Raw data
{
  "dmg1": "1d8",
  "name": "Silken Spite (Dormant)",
  "page": 277,
  "type": "M",
  "__prop": "item",
  "rarity": "artifact",
  "source": "EGW",
  "weight": 2,
  "dmgType": "P",
  "entries": [
    "The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.",
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.",
        "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "A murderous {@creature yochlol} named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense."
      ]
    },
    {
      "name": "Dormant",
      "type": "entries",
      "entries": [
        "The rapier grants the following benefits in its dormant state:",
        {
          "type": "list",
          "items": [
            "You can speak, read, and write Abyssal, Elvish, and Undercommon.",
            "You have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, being attuned to the rapier increases the range of your {@sense darkvision} by 60 feet.",
            "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the creature is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.",
            "While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were {@quickref difficult terrain||3}."
          ]
        }
      ]
    },
    {
      "name": "Betrayer Artifact Properties",
      "type": "inset",
      "entries": [
        "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information."
      ]
    }
  ],
  "baseItem": "rapier|PHB",
  "property": [
    "F",
    "Vst|EGW"
  ],
  "sentient": true,
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "weapon ({@item Rapier|Phb})",
  "_textTypes": [
    "martial weapon",
    "melee weapon"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "bonusWeapon": "+1",
  "modifySpeed": {
    "equal": {
      "climb": "walk"
    }
  },
  "_fullEntries": [
    "The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.",
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.",
        "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "A murderous {@creature yochlol} named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense."
      ]
    },
    {
      "name": "Dormant",
      "type": "entries",
      "entries": [
        "The rapier grants the following benefits in its dormant state:",
        {
          "type": "list",
          "items": [
            "You can speak, read, and write Abyssal, Elvish, and Undercommon.",
            "You have {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, being attuned to the rapier increases the range of your {@sense darkvision} by 60 feet.",
            "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the creature is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.",
            "While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were {@quickref difficult terrain||3}."
          ]
        }
      ]
    },
    {
      "name": "Betrayer Artifact Properties",
      "type": "inset",
      "entries": [
        "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information."
      ]
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Finesse",
        "type": "entries",
        "entries": [
          "When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Vestige of Divergence",
        "page": 200,
        "type": "entries",
        "entries": [
          "{@note This item is a Vestige of Divergence, see {@book Vestiges of Divergence|EGW|7|Vestiges of Divergence} for more information.}"
        ]
      }
    }
  ],
  "_entrySubType": "martial weapon, melee weapon",
  "grantsLanguage": true,
  "weaponCategory": "martial",
  "_attunementCategory": "Requires Attunement"
}