Winters-Wrath is a sentient longsword with an enchanted blue crystal blade, to mimic the look of ice. The hilt is a silvered dark metal with a small effigy to Auril and the handle wrapped in black-dyed leather, both to match its companion sheath. The pommel is formed to a point and made of the same enchanted blue crystal as the blade.
You get a +2 bonus to attack and damage with this weapon, plus an additional 1d6 Cold damage on hit.
Brilliance. While the sword is attuned and not sheathed: the blade sheds blue light in a 10-foot radius and dim blue light for an additional 10 feet, regardless of the wielders intentions.
Wrath. Once per day, the wielder can call upon the fury of Winters-Wrath and cast the spell Icestorm at 5th level. This ability does not reset until next dawn.
Sentience. Winters-Wrath is a sentient chaotic neutral weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. So long as it is not sheathed within Winters-End, It has hearing out to a range of 120 feet and can detect any creature that gives off body heat at 120 feet.
The weapon communicates telepathically, so long as it’s not sheathed in Winters-End, with its wielder in a snarky feminine voice. It can speak, read, and understand Common.
Personality. Winters-Wrath has a high maintenance, almost regal tone to its sarcastic communications. It is vain and wants what’s best for it and its wielder; only the finest, so long as there is no finer accessory than it. Even though it loathes its counterpart Winters-End, it knows its function for its wielder and so tolerates it’s existence. If it’s wielder is not of high standards it will seek a more suitable wielder for it.
Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Cold, Bonus: Magic, humanoid of civilized culture, Damage, Combat, Sentient, evocation, Versatile, Sap
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