Eternal Dawn

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Eternal Dawn

Weapon (any sword which you choose when activating this artifact), Artifact (Requires
attunement by a creature of good alignment)

Forged in the deep halls of Arvandor, this artifact is a fusion between the Talisman of Pure
Good and the Exalted Dawnbringer. This unique sun blade one was lost for ages in the
underdark. Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can
usa a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to
disappear.

You gain a +3 bonus to spell attack rolls, attack and damage rolls made with this weapon,
which deals radiant damage instead of slashing damage. When you hit a Neutral creature with
it, that target takes an extra 6d6 radiant damage, if that creature is Evil, the extra damage
becomes 8d6 instead of 6d6. The sword's luminous blade emits bright light in a 40-foot radius
and dim light for an additional 40 feet. The light is sunlight. 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 120 feet each or a minimum of 10 feet each. On a natural 20 against an Evil
alignment creature, a flaming fissure opens under it. The target must succeed on a Dexterity
saving throw Against your DC or fall into the fissure and be destroyed, leaving no remains. The
fissure then closes, leaving no trace of its existence. (This feature doesn’t work in creatures
with legendary actions, but they take extra 5d6 radiant damage)

You gain +3 in your spell attacks and Save while atunned with this weapon.

This Weapon has 5 charges that can be spent as an action to do one of the following:

- Spent 1 charge when using your Channel Divinity feature, you can deal up to two special
ranged attacks, creating huge blades of yellow Radiant damage that devastates anything in a
400 feet line, 50 feet height, 10 feet large. Every creature in the area must make a Constitution
Saving Throw, taking 20d6 + Your cleric level in a fail or half as much in a success. One creature
can be hit be more than one of the attacks, receiving damage from both. Evil Creatures with Cr
19 or bellow are automatically destroyed from exitance if they fail this saving throw

- Spent 1 charge as bonus action when using your Channel Divinity feature, you can change
your attack style. with new special ranged attacks in conjunction with your magic. You can a
part of the action your cast a spell make an attack, this attack use your wisdom score to hit and
damage, and have 120 feet range.

-Spent 2 charges to cast divine Punishment as bonus action.

-Spent 2 charges to cast Mass heal as bonus action

-You can choose to use all the energy that contains in this weapon and adding the blazing
radiant energy within your soul to use a final attack. After the attack your body is burned form
the energy and your soul can no longer return to the material plane.

You create a huge devastating blade of fiery radiant energy that vaporizes everything in it’s
way. Creatures in a 1000 feet line, 200 feet height, 50 feet large receive 500 radiant damage.
(No save, no attack roll, just damage)
At the end of a long rest you gain 1d4+1 charges back.

You have access to these spells and can cast these spells a number of times per long rest
without spending spell slots.

At will: Healing word, Cure wounds, Protection from evil and good, sanctuary, Shield of Faith,
Spirit Guardians

3x: Greater restoration, Heal, Regenerate, fire storm, Divine Word, Mass cure Wounds,
Freedom of movement

1x: Holy aura, True Resurrection,

The conscience of the sword can use these spells without needing you to spend your action to
cast, it can also concentrate in these spells.

Protection from evil.

You are always under the effect of the protection from evil and good spell, and have advantage
in any saves from fiends and undead.

Divine Punishment. You have a Meteor Swarm spell version that deals Fire and Radiant
damage as a Domain Spell.

*Considera tudo abaixo disso já melhoria Natural do light sem necessidade de estar ligado com
a espada.

Radiant being.

Você é imune a dano radiante.

Você recupera 10 pontos de vida no início dos seus turnos e efeitos de cura em você são
maximizados

Tem visão verdadeira de 60 pés

Your attacks that deals fire and radiant damage ignores resistance and considers immunity as
resistance.

Sumo sacerdote de Corellon (The redemmer and the purger)

Você tem Resistencia a efeitos mágicos e magias.

Magias de até nível 3 podem ser soltadas At will e tem 1 slot a mais de todos acima.

Tem preparado todas as magias de clérigo disponíveis

Magias de clérigos de corellon ou qualquer divindade élfica serva dele não tem efeito em você
a menos que você queira
Você passa automaticamente em qualquer teste de carisma para interagir com elfos servos de
Corellon

Superior Corona of Light.

You can use this feature as an action, the effects of the aura extends for one Hour

Your Corona of light feature has bright light of 120 ft and dim light of 60 ft. an while active you
gain flying speed of 90 feet due to heavenly radiant wings that form at your back.

When activating the Corona of light feature, you can choose one of the following effects to
happen additionally to the original feature, in your turn you can change the effect as a bonus
action without expending uses, you can use this feature twice per long rest.

*Purifying Light.

Every time one ally finishes its turn within you Corona of Light bright light, you can choose to
remove ALL negative effects on it, spells above the 5th circle or more powerful effects need a
successful test to be removed, some powerful effects can’t be removed by this feature, and
you can purify a number of creatures equals to your wisdom modifier.

Creatures in this area also regain the maximum number of hit points from any healing

*Purging Light

All enemies that enter the aura for the first time or end its turn inside of it take 20+3d10
radiant damage or 10+2d10 if in dim light. All creatures of your choice that enters the light for
the first time must make a Charisma Saving Throw or become Vulnerable to Fire and Radiant
damage, this effect ends if the creature leaves the zone and having a successful saving throw
makes it become immune to the effect for 24 hours.

Radiant damage from other sources has half of its dices maximized

Superior Flare.

The distance you can use your flare ability is 120 feet range.

Divine Punishment

9th-level Evocation

Casting Time: 1 action

Range: 1 mile

Components: V, S.
Duration: Instantaneous

When you cast this spell, call the power of your divinity and summon four huge magical circles
in the air above the selected area (or one bigger). Each creature in a 40-foot-radius sphere
centered on each point you choose (inside these circles) must make a Dexterity saving throw.
The blazing light spreads around corners. A creature takes 20d6 fire damage and 20d6 radiant
damage on a failed save, or half as much damage on a successful one. A creature in the area of
more than one divine burst is affected only once. The spell damages objects in the area and
ignites flammable objects that aren’t being worn or carried.

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