Avo’s Tear is a radiant longsword, crafted from divine energy and imbued with the blessings of the god Avo. Its blade shines with a celestial light, and its elegant hilt is engraved with intricate symbols representing purity and righteousness. Known for its effectiveness against undead, this blade is a symbol of the Hero's virtuous path.
Avo's Tear is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
Against undead creatures, Avo's Tear is especially potent. It deals an additional 4d6 radiant damage on a hit against undead creatures, reflecting the blade’s holy power to vanquish forces of darkness.
Avo’s Tear has a Health Augment. Each time you hit a creature with this weapon, you regain hit points equal to 1d6 + your Constitution modifier. This healing effect only triggers once per round.
Avo's Tear enhances the wielder’s experience gain. When you hit a creature with this weapon, you gain an additional 10 experience points.
As a bonus action, you can activate the sword's celestial power, causing it to emit a radiant light in a 30-foot radius for 1 minute. While the light is active, allies within the radius gain advantage on saving throws against being frightened or charmed, and any undead creature within the aura must make a DC 18 Wisdom saving throw or become frightened for the duration. You can use this feature once per long rest.
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, As a bonus action, you can activate the sword's celestial power, causing it to emit a radiant light in a 30-foot radius for 1 minute. While the light is active, allies within the radius gain advantage on saving throws against being frightened or charmed, and any undead creature within the aura must make a DC 18 Wisdom saving throw or become frightened for the duration. You can use this feature once per long rest., short rest spent in meditation or prayer while holding the sword. During this time, the user reflects on their moral decisions and the path of good they have followed. If the creature has committed any evil acts, they must atone before attuning., Versatile, Sap
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