The legendary weapon once known as the Sundsword, a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
After a legendary party slew the old god Auril, the Frostmaiden, a fraction of her divine spark was imprisoned within the hollow blade. The weapon is now wrapped in leather cloth, as it is frigid to the touch, and two ice crystals resembling a cross-guard now adorn both edges of the hilt's rim. The hilt, which is sentient, only wishes to be reunited with its font of divine power once more, but has no physical power to do so.
Sentience. Winter's Tear is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 17, and a Charisma of 20. It has blindsight out to a range of 60 feet., and truesight out to a range of 10 ft. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.
Personality. Winter's Tear's ultimate goal is to return to Auril's abode on Grimskalle, where it could reconvene with enough of its original divine essence to resurrect the Frostmaiden once more. The weapon is often quiet, choosing only to transmit emotions when it could serve its own goals. The weapon secretly wishes to find a wielder that it can corrupt.
Divine Blade. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the divine blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals cold damage instead of slashing damage. When you hit a humanoid with it, that target takes an extra 1d8 cold damage.
The sword's moonlit blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. If a Shapechanger enters the bright light, it must immediately make a DC 16 Constitution Saving Throw. If it fails, it instantly reverts to its original form and can't assume a different form until it leaves the spell's light.. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Polar Beam. This weapon has 3 charges that recharge on a Long Rest. As an action, and spending a charge, the wielder may use Polar Beam, using the following modifiers: +10 to hit, range 90 ft, one target, 3d8 cold damage.
Ice Flurry. Once per Long Rest, upon reaching half of the wielder's maximum hit points, this weapon instantly regains a charge of Polar Beam. Furthermore, the wielder may choose to instantly form a vortex of ice, dealing 2d4 piercing damage to all creatures within 30 feet.
Frigid Aura. Upon the wielder reaching 10% of their maximum health, they are instantly surrounded by a veil of subarctic temperatures. As long as the wielder has at least 1 hit point, each creature within 10 feet of them takes 10 cold damage at the start of each of their turns. Furthermore, the wielder may use 3 charges of the Polar Beam ability to intensify this aura, deal an extra 10 cold damage until the end of their next turn. This ability ends once the wielder drops below 1 hit point.
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: Bonus: Magic, Damage: Cold, Replace Damage Type: Radiant, Weapon Property: Finesse, requires attunement, Damage, Combat, Versatile, Sap
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