Dawnbringer is one of a pair of Ancestral Weapons found in the Tomb of Khaem in the Underdark. It has chosen Vaxz as its attuned wielder.
Properties Two-Handed for melee (can cast with one hand)
Damage 1d6 bludgeon (weapon is considered silvered)
The staff can be used as an Arcane/Druidic Focus for spellcasting.
Intelligent Weapon
Dawnbringer can employ telepathy to communicate with its chosen wielder, in that of a kind, feminine voice. "She" has a compassionate perspective toward light-loving life, and believes her purpose to bring light into the darkness (literally and metaphorically) - she fiercely opposes creatures of darkness. She has Intelligence 12 (+1) Wisdom 15 (+2) and Charisma 14 (+2) as well as Darkvision to 120ft.
A spell slot may be placed in the weapon as part of a ritual in the first rays of dawn. The stored slot lasts until expended (even beyond long rests). Its use is chosen not by the wielder but by Dawnbringer, as her own action and directed as she choses (but certainly in favor of the wielder and with his or her advisement).
Lesser Sunburst
- A sphere of light extends 120ft of bright + 120 ft of dim light. Any Darkness spells this region touches (3rd level or lower or up to the stored spell's level) are immediately dispelled. The radius is reduced by 10ft at the end of every turn and the effects end on reaching radius of 0 ft.
- Similar to Wall of Light, this sphere projects a Flare followed by Sunrays.
- Flare is a directed cone of true sunlight (any within take effects as appropriate) and must make a CON save vs. DC 16 or be Blinded for 1 minute (may check again at end of turns). Undead and Oozes have disadvantage on this save, and receive 2d6 radiant damage per stored spell level (half if they made the saving throw).
- Sunray can be aimed at a target within 60ft that Dawnbringer can see once per round on the wielder's turn. This effect reduces the radius of light by 20ft. A spell attack is made against the target (+6 to hit) dealing 4d8 radiant damage.
Ancestral Powers
(Gained when reaching parenthesized proficiency bonus).
- (+2) Light - sheds bright light 15ft +additional 15ft of dim light. Expending an Action can increase or decrease this by 5ft up to maximum of 30+30 feet or down to a tiny spark.
- (+3) Restoration - once per Dawn, can cast Lesser Restoration. If the wielder casts Lesser Restoration, it can upgrade that to the effects of Greater Restoration.
- (+4) Daylight - Casts bright light (not real daylight, ironically) to 60ft +dim light to 120ft radius for 1 hour per spell slot. This light dispels any magical Darkness it touches that is 3rd level or lower.
(See Down the Tubes and Sickle-Staff of Darkness)