A sphere of flawless brilliance, the Light of Divinity glows with a pure, soft radiance. It is not blinding, but its presence is overwhelming—soothing sorrow, banishing fear, and igniting awe in all who gaze upon it. Even the most stoic paladin may weep at the sight. Its true origin is uncertain. Some say it was a gift from the heavens, a shard of the Divine Realm entrusted to the mortal world during a time of great darkness. Others whisper it was stolen from the deathbed of a god, the last flicker of their soul bottled by mortal hands.
Regardless of its provenance, its presence is undeniable. Even sealed within crystal or locked beneath sanctified vaults, the Light repels fiends, comforts the grieving, and blesses the land around it. To holy orders, celestial beings, and divine warlocks, it is priceless—a relic to be revered, not owned. Most kingdoms would go to war over it, if they knew it existed.
Properties:
Dormant State.
While inactive or sealed (e.g., stored in a reliquary or crystal casing), the Light of Divinity radiates the following passive effects within a 60-foot radius:
- Sanctified Aura: Fiends and undead have disadvantage on attack rolls made within the radius.
- Aura of Comfort: Allies within the radius cannot be frightened or charmed.
- Celestial Awe: Any creature who sees the Light for the first time must succeed on a DC 15 Wisdom saving throw or be stunned for 1 round as they weep or collapse in reverence.
- Consecration: The area counts as consecrated ground, as per the hallow spell, against fiends and undead.
Awakened State (1/Day, Requires Attunement by a Cleric or Paladin).
As an action, the bearer may awaken the Light for 1 minute. While awakened:
- Radiant Pulse (Bonus Action): Once per turn, the bearer can cause the Light to flare. All hostile creatures in a 30-foot radius must make a DC 18 Constitution saving throw or take 6d6 radiant damage and be blinded until the start of their next turn. Celestial creatures are unaffected.
- Divine Healing (Action): The bearer may touch a creature and restore 6d8 + 10 hit points, cure all diseases, and remove all conditions affecting them.
- Beacon of Grace: Allies within 30 feet have advantage on saving throws against spells and effects cast by fiends, undead, or aberrations.
- Light Undying: The bearer cannot be reduced to 0 hit points while the Light is active. Once per activation, when the bearer would be reduced to 0 HP, they instead remain at 1 HP and the Light immediately returns to its dormant state.
The Light of Divinity cannot be hidden for long. Celestial and infernal forces alike can sense its presence within 1 mile. Additionally, once per week, there is a 10% chance that a celestial being appears to request, reclaim, or protect the Light—or judge the one who holds it.