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About this mod

"I shall let all who dwell in dark feel your holy dawn, Morninglord. Hear my prayer.”
— A basic prayer to Lathander.

This mod adds custom armor, weapons and spells themed for clerics and paladins of Lathander through the Tutorial Chest.

Requirements
Permissions and credits
Donations
Version 1.0 will allow items below to be found in the Tutorial Chest or spawned with Tutorial Chest Summoning mod.

Version 1.1 will allow items below to be found in the Tutorial Chest, to be found somewhere within Rosymorn Monastery or within the loot chests of the Inquisitor's Quarters of Creche Y'llek. 

Version 1.2 will only have items found within the loot chests of the Inquisitor's Quarters of Creche Y'llek. 


Armor: 


The Armor of Blazing Light (Medium, AC 18)

Dawnspark Armor (Medium, AC 16)

Order of the SunSoul Robes (Light, AC 14)

All three armors bestow the following benefits: 

1. Radiating Shockwave: When the wearer deals 
Radiant damage, they cause a 
 Radiant Shockwave.

2. Arcane Radiance: When the wearer deals spell damage while illuminated by a light source, they also inflict 
Radiating Orb upon the target for 2 turns.

3. Smite the Graceless: Creatures who miss their 
Attack rolls against the wearer must make a DC 14 
 Dexterity saving throw or take 1d4
Radiant damage.

4. Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 
 9 m / 30 ft also regain 1d6
hit points.

5. Lathander's Light: Sheds holy light in a 
 6 m / 20 ft radius. In combat, fiends and undead standing in the light are 
 Blinded if they fail a DC 14 Constitution throw.

6. Daylight:  is a level 3 evocation spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchanting an item to shine like the sun.

7. Dawnbringer's Wrath: The Morninglord's light to blazes outward in a 10ft/ 3m emanation dealing 2d10 radiant damage to foes in his light. 
 

The Order of the SunSoul Robes also bestow WeaveEater: Whenever the wearer succeeds a 
 Saving throw against a spell, they regain 1d6
hit points.

Weapons: 

1. The Dawnblade shortsword
2. Lathander's Might warhammer
3. The Horizon greataxe
4. Wrath of the Morninglord greatsword
5. The Blood of Lathander mace
6. The Firstlight Valor longsword
7. Solar Fury staff

The martial weapons bestow the following benefits: 

1. Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 
 9 m / 30 ft also regain 1d6
hit points.

2. Lathander's Light: Sheds holy light in a 
 6 m / 20 ft radius. In combat, fiends and undead standing in the light are 
 Blinded if they fail a DC 14 Constitution throw.

3. Radiant Strike: On a hit, inflict 1 turn of 
 Radiating Orb upon the target.

4. Sanctified Weapon: Undead creatures struck by this weapon are possibly 
 Turned.

5. Slay the Wicked: This weapon deals an additional 1d6
Slashing damage against Fiends and Undead.

6. Sunbeam: Sunbeam is a level 6 evocation spell. This spell allows spellcasters to project a beam of light, Blinding and dealing Radiant damage to everything in its path. You can then use 
 Recast Sunbeam on subsequent turns without expending a Spell Slot.
Damage
 6d8 (6~48) 
Radiant

7. Thunderous Smite: Thunderous Smite is a level 1 evocation spell. This spell allows spellcasters to cause their melee weapon to ring with 
Thunder as they strike, pushing targets away and potentially knocking them 
 Prone.
Normal weapon damage+ 
 2d6 (2~12) 
Thunder

8. Blinding Smite: Blinding Smite is a level 3 evocation spellBlinding Smite allows a Paladin to expend a Spell Slot to deal additional 
Radiant damage with a melee weapon attack and possibly blind their target.
Normal weapon damage+ 
 3d8 (3~24) 
Radiant

Damage bonus with character leveling:

Lvl 3-5, +1 enchantment, additional 1d4 Radiant damage.

Lvl 6-7, +2 enchantment, additional 1d6 Radiant damage.

Lvl 8-9, +3 enchantment, additional 2d6 Radiant damage.

Lvl 10+, +3 enchantment, additional 2d10 Radiant damage.

***This radiant damage leveling code is derived from  ZootZootTelsa's Selunite Phalar Aluve mod that is noted as incorporating weapon levelling code from MrUnderhill38 (highly recommended mod!)

The Solar Fury staff bestows the following benefits:

1. Faithwarden's Vines: Faithwarden's Vines is a level 1 conjuration spell. This spell allows spellcasters to conjure magical vines and turn an area within range into difficult terrain. Creatures are possibly 
 Entangled and move at half speed while standing in this area. It is equivalent in effect to the Druid's Level 1 Spell Entangle.

2. Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 
 9 m / 30 ft also regain 1d6
hit points.

3. Lathander's Light: Sheds holy light in a 
 6 m / 20 ft radius. In combat, fiends and undead standing in the light are 
 Blinded if they fail a DC 14 Constitution throw.

4. Sunbeam: Sunbeam is a level 6 evocation spell. This spell allows spellcasters to project a beam of light, Blinding and dealing Radiant damage to everything in its path. You can then use 
 Recast Sunbeam on subsequent turns without expending a Spell Slot.
Damage
 6d8 (6~48) 
Radiant

5. Spirit Guardians: Spirit Guardians is a level 3 conjuration spell. This spell allows spellcasters to call forth spirits to damage nearby targets and slow their Movement. Nearby enemies take 3d8
Radiant or 3d8
Necrotic damage per turn, and their Movement Speed is halved.

6. Sacred Flame: Sacred Flame is a cantrip (Evocation). It deals Radiant damage to a target. Damage
 1d8 (1~8) 
Radiant (DEX save to negate)

7. Destructive Wave: Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them 
 Prone
Damage
 5d6 (5~30) 
Thunder
 5d6 (5~30) 
Radiant

8. Flamestrike: Flame Strike is a level 5 evocation spell. This spell allows the caster to make a pillar of divine flame at a chosen location dealing 5d6 
Fire damage and 5d6 
Radiant damage.
Damage
 5d6 (5~30) 
Fire
 5d6 (5~30) 
Radiant

9. Planar Ally: Planar Ally is a level 6 conjuration spell. This spell allows spellcasters to summon an Elemental, Celestial, or Fiend for aid.

10. Daylight:  is a level 3 evocation spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchanting an item to shine like the sun.


Bulwark of Dawn Shield: (+3 AC)

1. Reflective Shell: A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin. 
Bonus action

2. Warding Bond: Ward an ally. They gain resistance to all damage, and a +1 bonus to their 
 Armour Class and 
 Saving throws.
Each time the target takes damage, the spellcaster takes the same amount of damage.

3. Aid: Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.

4. Dawnbringer's Wrath: The Morninglord's light to blazes outward in a 10ft/ 3m emanation dealing 2d10 radiant damage to foes in his light. 
 

5. Daylight:  is a level 3 evocation spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchanting an item to shine like the sun.


Sunbeam Cloak: (+1 AC; +1 Spell Save DC) 

1. Absorb Elements: Absorb Elements is a reaction that absorbs half damage from the next elemental attack targeting the user and adds that element type as an additional 1d6 damage on the user's next attack.

2. Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 
 9 m / 30 ft also regain 1d6
hit points.

3. Lathander's Light: Sheds holy light in a 
 6 m / 20 ft radius. In combat, fiends and undead standing in the light are 
 Blinded if they fail a DC 14 Constitution throw.

4. Arcane Vivaciousness: You gain 8 Temporary Hit Points for 4 turns after casting a spell while in melee.

5. Crusader's Mantle: Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4
Radiant damage.
 


Protection of the Morninglord Ring: (+1 AC)

1. Savior's Allure: You restore an additional 2
hit points every time you heal another creature.

2. Combat Regeneration: At the beginning of your turn, the ring activates and heals you 1d4
hit points.

3. Callous Glow: The wearer deals an additional 2 points of 
Radiant damage against creatures that are illuminated.

4. Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 
 9 m / 30 ft also regain 1d6
hit points.

5. Lathander's Light: Sheds holy light in a 
 6 m / 20 ft radius. In combat, fiends and undead standing in the light are 
 Blinded if they fail a DC 14 Constitution throw.

6. Light cantrip: Light is a cantrip (Evocation). It makes an object shed light in a small area.
7. Dawnbringer's Wrath: The Morninglord's light to blazes outward in a 10ft/ 3m emanation dealing 2d10 radiant damage to foes in his light. 
 

8. Daylight:  is a level 3 evocation spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchanting an item to shine like the sun.

The Morninglord's Glory Amulet:

1. Sunbeam: Sunbeam is a level 6 evocation spell. This spell allows spellcasters to project a beam of light, Blinding and dealing Radiant damage to everything in its path. You can then use 
 Recast Sunbeam on subsequent turns without expending a Spell Slot.
Damage
 6d8 (6~48) 
Radiant

2. Spirit Guardians: Spirit Guardians is a level 3 conjuration spell. This spell allows spellcasters to call forth spirits to damage nearby targets and slow their Movement. Nearby enemies take 3d8
Radiant or 3d8
Necrotic damage per turn, and their Movement Speed is halved.

3. Sacred Flame: Sacred Flame is a cantrip (Evocation). It deals Radiant damage to a target. Damage
 1d8 (1~8) 
Radiant (DEX save to negate)

4. Destructive Wave: Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them 
 Prone
Damage
 5d6 (5~30) 
Thunder
 5d6 (5~30) 
Radiant

5. Flamestrike: Flame Strike is a level 5 evocation spell. This spell allows the caster to make a pillar of divine flame at a chosen location dealing 5d6 
Fire damage and 5d6 
Radiant damage.
Damage
 5d6 (5~30) 
Fire
 5d6 (5~30) 
Radiant

6. Dawnbringer's Wrath: The Morninglord's light to blazes outward in a 10ft/ 3m emanation dealing 2d10 radiant damage to foes in his light. 
 

7. Daylight:  is a level 3 evocation spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchanting an item to shine like the sun.

Brilliant Revival Gloves: 

1. Aegis Palms: When you heal a creature, it gains the effect of 
 Blade Ward. When you 
 Revive
 a creature it gains the effect of 
 Death Ward.

2. Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 
 9 m / 30 ft also regain 1d6
hit points.

3. Lathander's Light: Sheds holy light in a 
 6 m / 20 ft radius. In combat, fiends and undead standing in the light are 
 Blinded if they fail a DC 14 Constitution throw.

4. Radiating Orb Gloves: When the wearer deals 
Radiant damage, the target receives 2 turn of 
 Radiating Orb.

5. Revivify: Revive a companion. They return to life with 1 Hit point.

Sun's Journey Boots: 

1. Misty Step: Surrounded by silver mist, you teleport to an unoccupied space you can see. 
Bonus action 

2. Featherfall: Feather Fall is a level 1 transmutation spell. It allows spellcasters to make themselves and their allies light as a feather, preventing them from taking damage when falling from extreme heights.