The Dawn Star
The Dawn Star (Wonderous Item, Legendary) (Requires Attunment)
In the final days of the Divine War, the Lords of light gathered for a final charge against the choirs of the Host. Ra on his Solar barge, Helios on his chariot, Apollo with his bow, and shining Belenus engaged the host with the first rays of dawn. The might of the Lords of Light caused the sea’s to boil and the land to be set aflame. Scores of angels were felled beneath their onslaught but the Host was many and the Lords few. With each God that fell the rising sun dimmed till with the last Sun God slain, the world was left in darkness. The light would return at the behest of the Host but the Eclipse of Dawn would always be remembered. It was during the Eclipse that the last act of the defiance of the Lords of light took place. They gifted their most devout followers a piece of the light and a reminder of their power. The Dawn Star, The light Flame, or the Shard of Morning like the Lords of Light has been lost with time.
The Star is made of a golden translucent material, at its center rests a piece of the sun. The item always sheds bright light for 5ft and dim light for another 5ft.
While attuned to the Dawn Star you have the following benefits:
The Grace of Dawn (1 per day): As an action you cause the Star to expell Sunlight in a 60 ft radius. This sunlight dispells any magical darkness it comes in contact with that is 6th level or lower. Any creature you choose within the 60ft of Sunlight when it first appears is freed from being Charmed, Frightened, or Possessed and gains temporary Hit Points equal to one of the creatures Hit Die plus its constitution modifier. The light of Dawn lasts until the start of your next turn.
The Fire of the Sun (1 per day): As an action you cause flames to race from the star acrossed your body shedding bright light in a 30 ft radius and dim light for an additional 30ft. The FLames don’t hurt you but you gain the following benefits:
1. You are immune to Fire damage and resistant to Cold damage.
2. Any creature that moves within 5ft of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
3. You can use your action to create a line of fire 15ft long and 5ft wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a succesful one.
These benefits last for one minute.
Last light of the Lords (1 per day): As an action you cause 4 motes of brilliant light to emerge from the Star. As a bonus action you can send a mote to a creature or object within 120ft. If the creature is an enemy, make a ranged spell attack, on a hit the creature takes 4d12 radiant dmg. Whether you hit or miss the mote is expended. If the creature is an ally, you can heal the creature for 4d12 Hit Points and the mote is expended. This benefit lasts for 5 minutes or till the last mote is expended.