# The Sunsword
The Sunsword is a unique blade that once opposed Strahd while weilded by his brother, Sergei. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. When Sergei died, Strahd employed a powerful wizard named Khazan to destroy the weapon.

The first part of the process required the hilt and blade to be separated, then destroyed simutaneously. When the blade was separated from the hilt, the blade took on the appearance of a normal longsword.

However, before Khazan could destroy the hilt and blade, his apprentice Gabriela stole the hilt and fled. Her flight was successful in saving the blade from destruction. However, she didn't succeed in fleeing Barovia before some nameless menace in the mists claimed her.

Khazan later located his apprentice’s mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. 

To avoid the vampire’s wrath, Khazan hid the remains of the blade away somewhere in Barovia and told Strahd that the entire weapon had been destroyed.

## Sunsword properties
The Sunsword is a unique blade that possesses powers accessible through a special bonding ritual. Once the powerers were awakened, only the wielder bonded to the blade could call upon the abilities inherent to the weapon, abilities most suited to destroying undead.

### Sentience

The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.

### Personality

The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for its sundering. The weapon secretly fears its own destruction.

## Legacy Rituals

Three rituals are required to unlock all of the abilities of the sunsword. 

### Sunsword Bonding Ritual

You must reunite the sword and hilt by bringing them to the shrine of Saint Markovia at the Abbey in Krezk and basking in the pool for 8 hours
#### Feat Granted: Least Legacy
- Longsword enhancements
- Fires of Day
- Death Ward

<img 
  src='https://media-waterdeep.cursecdn.com/attachments/thumbnails/1/848/300/375/cos18-07.png' 
  style='width:325px' />

### Trial by Flight
You must defeat an evil not directed by direct force of arms, but through wit, craft or other strategem. When that is done, you must repeat the bonding ritual.

#### Feat Granted: Lesser Legacy
- Longsword enhancements
- Undeath's Bane
- Fires of Day improved

### Trial by Death

You must defeat a fiend or undead whose challenge rating is at least 2 higher than your level, although you need not do so alone. When that is done, you must repeat the bonding ritual.

#### Feat Granted: Greater Legacy

- Longsword enhancements
- Banish undead
- Undeath to death

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## Legacy Abilities

Beginning at 5th level a character who has performed the least legacy ritual gains extra abilities while weilding the Sunsword. These abilities are shown in the table.

If a character reaches 11th level and has not performed the lesser legacy ritual, they does not gain any of the abilities granted by the Sunsword for 11th level and above. The same applies when the character reaches 17th level. 

### Good-Aligned
At 6th level, the Sunsword awakes to goodness; all weapon damage made by this weapon is radiant. Against undead or fiends, the weapon deals an additional 1d8 radiant damage.

### Fires of Day
At 9th level, once per day you can swing the Sunsword vigorously above you head while speaking the command words “Feel the fires of day!” The Sunsword then begins shining in a 10-foot radius around you and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius equal to natural sunlight (similar to a daylight effect). When you stop swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely.

### Break of Day
At 9th level, once per day you can swing the Sunsword while speaking the command words “Let the day strike you!” The Sunsword then expels a beam of natural sunlight in a 5-foot wide, 60-foot line. (similar to a sunbeam effect) 

Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have diadvantage on this saving throw.

You can make a new line of radiance as your action on any turn for one minute (concentration). For the duration, a mote of brillant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.


The save DC is 15 or 12 + your Cha modifier, whichever is higher.

### Death Ward
When you reach 10th level, you can bestow a death ward on a creature you touch with the Sunsword once per day (caster level 7th).

### Undeath’s Bane
Against fiends or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the normal ×2)

### Fires of Day, Improved 
As fires of day, except you can use the ability an unlimited number of times per day.


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##### Legacy Abilities
| Wielder Level | Ability |
|:----:|:-------------|
| 5th  | +1 longsword |
| 6th  | Good-aligned |
| 7th | Fires of Day |
| 8th | — |
| 9th | Break of Day |
| 10th | Death Ward |
| 11th | +2 longsword |
| 12th | — |
| 13th | +3 longsword |
| 14th | — |
| 15th | Undeath's Bane |
| 16th | Fires of day, improved |
| 17th | +4 longsword |
| 18th | — |
| 19th | Banish undead |
| 20th | Undeath to death |

### Banish Undead
Once per day, when you yell out, “Return to the Dark” while holding the Sunsword, you can affect undead similarly a banishment spell affects extraplanar creatures. This effect treats all undead as extraplanar whose home plane is the Negative Energy Plane. 

The undead’s save DC is 17 or 14 + your Cha modifier, whichever is higher.

### Undeath to Death (Sp): 
When you reach 20th level, you can use undeath to death as the spell once per day on command (caster level 20th). This ability can instead deal damage to undead creatures. 

The save DC is 17 or 14 + your Cha modifier, whichever is higher.