[RPG] How to make the rapier more powerful?

dnd-5emagic-itemsweapons

We're playing a campaign at level 6 and I have a +1 moontouched flametouched silvered rapier and 19 dexterity.

Is there any way to make it more likely to hit or do more damage? I want to improve it as I know how easy it is to miss, having an AC of 23 myself.


Moontouched: glows out to 60'

Flametouched: +1 fire damage

Best Answer

Is there any way to make it more likely to hit or do more damage?

There are a lot of ways to make it more likely to hit or do more damage. Here's a brief overview. This isn't intended to be an exhaustive list of all the options you've got, but it is intended to be an exhaustive list of all the categories of options you've got.

Improve your attack roll

Gain advantage, halfling luck (you didn't mention your race?), portent dice, precision dice, bardic inspiration, a bless spell, and many, many others.

Improve your attack bonus

Improve your Dex by mundane or magical means, improve your proficiency bonus by leveling up, or improve the bonus on your weapon--probably by finding a new one.

Improve your damage roll

Sneak attack, smites, hunter's mark, hex, brutal critical, expanded critical, savage attacker, various battle master maneuvers, and many others.

Improve your damage bonus

Improve your Dex by mundane or magical means, rage (though depending on your str-dex differential that may not actually help), improve the bonus on your weapon.

But most of all, improve your communication

Given that you're at level 6 and have a moontouched flametouched silvered rapier +1 and somehow you've got an AC of 23*, I'm going to go out on a limb and either say that your game features plenty of homebrew or just lots of magic. Both of which are fine, but both of which are heavily dependent on your GM's largesse.

They're the one you should be asking this--for all we know there's a +3 bracelet of hitting more with rapiers lying around somewhere, just waiting for you to quest for it.


* - To get up to an AC of 23 there's got to be quite a bit going on. If you're lightly armored you've got something like 12 (studded leather) + 4 (dex of 19) + 2 (shield, I suppose?) and we need to find 5 more AC points from... magic items? Enchantments to the armor and shield? Fighting style (+1 max)?

Or your medium-armored: 15 (half plate) + 2 (dex, capped), +2 (shield) leaves you needing 4 more AC points....

Or you're heavily armored: 18 (plate) + 2 (shield) leaves you needing 3 more AC points.

Or you've got a class feature that allows you to add another stat to AC? But those features come with limitations on armor, still leaving you a shortfall.

What's my point? There're clearly a bunch of magical items bumping up your AC. Which brings us back to the earlier point about GM largesse. You seem to be in a Monty Haul campaign, so just talk to your GM and try to steer the flavor of the hoards you're running across.