Rapier
Adamantine Rapier
Found only in meteorites and the rarest veins in magical areas, adamantine is an ultra-hard metal that adds to the quality of weapons and armor. Dwarves love to work with adamantine, fashioning it into sturdy armor and deadly, beautiful weapons.
Special Properties
Damage Bonus: Magical 2
Material: (Metal) Adamantine
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: mst_swrp_ada_3
Alacrity
The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.
Special Properties
Ability Bonus: Intelligence + 2
AC Bonus: + 3
Enhancement Bonus: + 1
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: n2_unw_rap2
Alchemical Silver Rapier
Lore holds that shapeshifters and some fiends are especially vulnerable to the bite of silver weaponry.
Special Properties
None
Material: (Metal) Alchemical Silver
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: mst_swrp_slv_3
Black Rider Quill
Black Rider Quills take their name from a celebrated epic repeated in any bardic college worth its salt. The subject of the tale is dark, encouraging one to "dance around in your bones," but it is referenced here solely to stimulate the muse. These blades were likely forged in tribute, and were probably not present for the events of the original story. It is not known if they were commissioned together or individually.
Special Properties
Enhancement Bonus: + 1
Skill Bonus: Lore + 4
Skill Bonus: Perform + 4
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp004
Bleederkin
In recent years, a number of thieves' guilds reported losing members to these blades, the weapons left as gruesome signatures impaled in the victims' chests. The craftsman behind them was unknown, but the intent of the group using them was clear enough: to destabilize existing groups to facilitate their own expansion. It has been some time since the last killing, however, suggesting that the incursion was either abandoned or succeeded through less violent means. Members of the underground community have not been forthcoming with information.
Special Properties
Enhancement Bonus: + 2
On Hit: Wounding DC=14
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp006
Cold Iron Rapier
Cold-forged iron is beaten into shape with nothing but raw, brute strength. Popular lore asserts that fey creatures and some fiends are especially vulnerable to cold iron.
Special Properties
None
Material: (Metal) Cold Iron
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: mst_swrp_cld_3
Darksteel Rapier
Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. This alloy of meteoric iron and steel is tempered with rare, magical oils to give the metal its uncanny abilities. Darksteel is commonly used in the crafting of magic items related to storms or lightning.
Special Properties
Damage Bonus: Electrical 1
Material: (Metal) Darksteel
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: mst_swrp_drk_3
Fencer's Blade
Lord Eramus of Waterdeep was one of the best fencers the city had ever seen, and Eramus knew it. His skill made him proud and arrogant, and as Eramus aged, he became fearful of losing his undefeated reputation. He had this weapon crafted with sole purpose of remaining the best, legitimately or not. The blade allow him to shrug off his opponent's hits, and the regenerative properties of the weapon meant that Eramus remained strong while his opponent grew tired and weak. This ruse lasted a number of years until Eramus made the mistake of dueling an opponent who also happened to be a sorcerer. Sensing that something was amiss with the fight, the sorcerer obliterated Eramus with fire spells, attacks that the Fencer's Blade offered no protection against.
Special Properties
Enhancement Bonus: + 3
AC Bonus: + 3
Damage Reduction: + 5 Soak 5 Damage
Regeneration: + 1
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: n2_wswmrp001
Mercykiller Blade
A series of runes claim these blades are designed for the "quick eradication of evil, that they will suffer no longer as creatures at odds with all that is good." A sweeping proclamation, one that suggests the involvement of a radical group no longer giving second thought to deadly force where villains are concerned. Certainly an unpopular stance in some quarters, though probably welcomed in others.
Special Properties
Damage Bonus vs. Alignment Group: Evil 1d6
Enhancement Bonus: + 2
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp005
Mithral Rapier
Mithral is a rare, silvery metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. It is commonly used in elven armorsmithing, and elven suits of mithral armor are often enchanted.
Special Properties
Base Item Weight Reduction: 60% of Weight
Material: (Metal) Mithril
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: mst_swrp_mth_3
Namarra (Neversleep) +1
This weapon bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.
Special Properties
Enhancement Bonus: + 1
On Hit: Daze DC=14
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp008
Namarra (Neversleep) +2
This weapon bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.
Special Properties
Enhancement Bonus: + 2
On Hit: Sleep DC=14
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp009
Needles
The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.
Special Properties
Enhancement Bonus: + 3
Keen
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: n2_unw_rap1
Rapier
The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.
Special Properties
None
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswrp001
Rapier +1
This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
Special Properties
Enhancement Bonus: + 1
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp002
Rapier +2
This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
Special Properties
Enhancement Bonus: + 2
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp010
Rapier +3
This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
Special Properties
Enhancement Bonus: + 3
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp011
Rapier +4
This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
Special Properties
Enhancement Bonus: + 4
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: x0_wswmrp001
Rapier +5
This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
Special Properties
Enhancement Bonus: + 5
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: x0_wswmrp002
Rapier of the High Road
Bandits who prey on honest travelers have need of weapons that are light and easily concealed - weapons such as this one. It is certain that, whatever its origin, this deadly rapier was not meant for honest purposes. Merely holding it in the hand produces a larcenous gleam in the eye, and thoughts of fat merchants with fatter purses spring to mind unbidden. This weapon is a boon for thieves and a bane of honest men.
Special Properties
Damage Bonus: Acid 1d6
Enhancement Bonus: + 1
Keen
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: nw_wswmrp007
Stirge
The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.
Special Properties
Enhancement Bonus: + 2
Regeneration: Vampiric: + 5
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
Item Code: n2_unw_rap3