Need some help evaluating an "evolving" weapon
Hey all, I'm creating a magic rapier that will grow throughout the campaign I'm playing in. The reason is that it's a pact weapon and heavily tied into my backstory, so with my original DM we designed a weapon that would grow along the way, rather than him trying to work in how potentially looted weapons could be incorporated, so instead the DM will "level up" the weapon whenever he deems it appropriate. I originally made a version heavily inspired by Star Razor from Critical Role, but I felt like what I ended up with was a bit OP. Long story short, we never finished that run of Curse of Strahd, and now I'm playing with another group and I'll be joining in with my old character. For this I've kinda revamped and nerfed the sword a bit. So I would love some insight on what I've done for now before I present it to the new DM, is it too much, is it too little, etc. Also I know my DM will be the one with the final word, but I'm checking here first because I actually worry my DM will be too nice and just allow anything and I'll end up feeling guilty/greedy again.
(For reference: My first version was originally a longsword, the different tiers unlocked a few increasingly powerful storm-flavoured spells and lightning/thunder resistance. As for my character, it's an Air-Genasi, Storm Sorcerer - Hexblade multiclass, posing as a Paladin. Oh and we're playing with 2014 rules if that makes a difference.)
Zephyr’s Edge
An ancient rapier with sharp jagged angles reminiscent of a lightning bolt. Forged by Talos and bestowed as a pact weapon for a young devout to prove their worth and thus unlocking the weapon’s true potential.
Dormant
For now most of the sword's powers are inert, yet it serves as the source of your pact with Talos, granting you some amount of magic. Talos has tasked you with growing its power through proving your worth.
Waking (Locked, Criteria for unlocking at DM’s discretion)
- you gain a +1 bonus to attack and damage rolls made with the weapon.
- While holding this weapon you can take a bonus action to cause lightning to crackle along the blade. While active, the weapon deals an additional 1d6 lightning damage on a hit and causes a bright flash in a 120 foot radius and a loud thunderous boom which can be heard up to 300 feet.
Awakened (Locked, Criteria for unlocking at DM’s discretion)
- The weapon’s bonus to attack and damage rolls increases to +2.
- When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to call down a flash of lightning, dealing 1d8 lightning damage to the attacker.
- The activated form now deals 1d8 lightning damage.
Exalted (Locked, Criteria for unlocking at DM’s discretion)
- The weapon’s bonus to attack and damage rolls increases to +3.
- When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to call down a flash of lightning, dealing 1d8 lightning damage to the attacker.
- The activated form now deals 1d12 lightning damage.
Posted Mar 3, 2026, 11:29 AM UTC