The Treasures of the Sun God
When the Gods Sun and Moon came down to the material plane to meet their brother's creation, they met with their loyal subjects. They were Inteligent creatures that worship them. Happy, but still curious about the nature of those beings, they chose to remain on the material plane for some time.
However, the Sun God had left his precious weapon, the holy sword Antares, behind before coming to this visit, which made him uncomfortable.
His subjects, eager to please their gods, proposed an alternative: The greatest warriors of the faith offered their weapons, to briefly replace the one that had been left behind. The Sun God considered the offer, and began to experiment with the weapons offered.
The first nine, despite being great instruments, did not satisfy him. Until the tenth weapon, the sword of the leader of the warriors of faith, pleased him. With his choice made, he took the sword with him, throughout his stay on the material plane.
When the time to leave came, the Sun God thanked his subjects. And to the leader of the warriors of the faith he said, while returning the sword:
"You offered me your sword, out of gratitude, you can use mine when it is rightful to do so. Protect this world with our bless and your will"
His body made of flesh disappeared leaving behind his armor, which has been with him since he came down from the heavens, has been paired with a small amulet. It was his greatest gift to guarantee the existence of mortals in the face of a possible return of Chaos.
All the weapons touched by the God reteined holy properties, becoming the holy instruments of the Sun Church.
Sun God's Amulet
Wondoreus Item, Artifact (requires attunement by a Lawful Good Aligned character)
Solar Judgment: To complete the attunement with this item, you need to be at least 15th level as a paladin or cleric and stay a month with it.
Solar Wisdom: You have advatage in Wisdom checks and Saving throws.
Sun God's Armor
Armor (plate) Artifact
You have a +3 bonus to AC while wearing this armor. This armor emits sunlight, providing bright light in a 300-foot radius and dim light for an additional 600 feet, dispeling any darkness in its area that was created by a spell.
The armor has up to 3 charges. You can use an action to expend 1 of its charges to cast Sunburst at 8th level.
Solar Judgment: To use this item you need to be attuned with the Sun God's Amulet. If you aren't, you will instanaly desintegrate at the very moment you wear any piece of the armor.
Sun God's Protection: While you use this item any creature within 60 feet who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. A shimmering field appears and surrounds you, granting it a +5 bonus to AC. Only 5th level or higher spells can affect you and, at the end of your turn, you gain 50 hit points. You also have the following:
- Damage Immunities: Fire, Radiant
- Damage Resistances: Cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened
Sun God's Justice: Whenever you deal radiant or fire damage to a target, the damage is doubled.
Sun's Guardian Spirits: Small angelic creatures moves around you, in a 20 foot radius. When a enemy creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 6d8 radiant damage.
Solar Wings: Spiritual angelic wings appears behind the armor, you gain a flying speed of 120 feet.
Holy Servant: 24 hours after the first time that you use this armor, your spirit core changes becoming someting holy and cannot stay in the plane of mortals. Your body turns into golden dust as your spirit go to a higher plane to serve the God Sun as an angel. You cannot be resurrected. Any of the armor's effect, other than the Solar Judgment, isn't active for the next decade.
Solar Choice
Weapon (greatsword), legendary (requires attunement by a good aligned paladin or cleric)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
This item has up to 2 charges. You can use an action to expend 1 of its charges to cast Dawn at 5th level:
This item regains 1d4 expended charges after a long rest
Sun's Will: When you hit an creature with it, that target takes an extra 5 (1d8) radiant damage and 5 (1d8) fire damage. If you are under sunlight, the damage increses to 9 (2d8) radiant damage and 9 (2d8) fire damage.
Antares Calling: Using your own willpower and faith you can summon briefly the sacred God Sun's sword, Antares, to punish your enemies. As an action, within 120 feet, you open a great and bright portal in the sky, from there a giant spiritual sword descend affeting a 45-foot-radius area. Each creature in it must make a Dexterity saving throw, taking 63 (18d6) radiant damage, 63 (18d6) fire damage, 63 (18d6) slashing damage on a failed save, or half as much damage on a successful one. The sword disapears right after the attack.
After you use this ability, you gain 3 levels of Exhaustion that cannot be removed with unnatural or magical means. This ability cannot be used again for a month.
Spear of Sunshine
Weapon (spear), very rare (requires attunement by a cleric or paladin)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra 5 (1d8) radiant damage.
The Spear has 4 charges. If you make a ranged attack with this weapon, you can expend a charge to teleport yourself to where the weapon landed, as a bonus action. The spear regains 1d4 expended charges daily at dawn.
Celestial Invoker
Weapon (shortsword), very rare (requires attunement by a lawful good character)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra 4 (1d6) radiant damage.
Sun's Bless - Guardian: Once per shortrest, as an action, you can cut an unucuped espace, by doing that a gate with bright sunlight will open to summon a Battleforce Angel. The angel disappears when it drops to 0 hit points or when the effect ends after 30 minutes. Roll initiative for the angel, which has its own turns. You can command it, telling it what to do on its next turn, if the order doesn't go agaist their alligment, otherwise it will not obey and will follow their better judgment. If the angel doesn't receive any order, it will protect the person who made the sumoning.
Sword of the Sacred Flame
Weapon (longsword), very rare (requires attunement by a cleric or paladin)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use a bonus action to pray to the Sun God, causing holy flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 1d4 fire damage and 1d4 radiant damage to any target it hits. The flames last until you use a bonus action pray again or until you drop or sheathe the sword.
Twice per shortrest, you can use an action to cast Flame Strike at 5th level.
Solar Flash
Weapon (whip), very rare (requires attunement by a cleric or paladin)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra 5 (1d8) radiant damage.
This weapon has 4 charges. If you make a attack with this weapon, you can expend a charge to make a brilliant sunlight flash in the end of the whip, affecting 20-foot radius around it. Each creature, other than you, in reach of the light must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn. Undead, devils, demons and oozes have disadvantage on this saving throw.
This item regains 1d4 expended charges daily at dawn.
Morning Axe
Weapon (battleaxe), very rare (requires attunement by a cleric or paladin)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra 5 (1d8) radiant damage.
This item has up to 4 charges. You can use an action to expend 1 or more of its charges to cast one of the following spells at 4th level:
- Shield of Faith (1 charge)
- Bless (2 charges)
- Spirit Guardians (2 charges)
This item regains 1d4 expended charges daily at dawn.
Bright Bow
Weapon (longbow), very rare (requires attunement by a paladin)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This weapon doesn't use arrows to fire it, instead, it summons abright light arrow into the persons offhand. When you hit an creature with it deals the same damage as a longbow, but that target takes an extra 5 (1d8) radiant damage.
Ranged Divine Smite: You can use Divine Smite with ranged attacks made by this weapon.
Sunspeed
Weapon (Scimitar), very rare (requires attunement by a paladin)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra 5 (1d8) radiant damage.
Sun's Bless - Speed: This weapon has 8 charges. At your turn, you can spend a charge to double your moviment speed or make an extra attack, until the end of your turn. This weapon regains 1d8 expended charges daily at dawn.
Solar Striker
Weapon (warhammer), very rare (requires attunement by a paladin or cleric)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra 1d4 radiant damage and 1d4 fire damage.
Sun's Bless - Power: This weapon has 3 charges. As an bonus action or reaction, holy energy fills your being. You gain a +2 bonus to attack and damage rolls made with strength. Also, you gain advantage in constitution and strength rolls and saving throws, until the end of your next turn. This weapon regains the expended charges daily at dawn.
Day-star burst
Weapon (dagger), very rare (requires attunement by a good alligned caracter)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an creature with it, that target takes an extra (1d8) radiant damage.
This weapon has 6 charges. If you make a ranged attack with this weapon, you can expend a charge to burst flaming radiant energy. Each creature within 10 feet of the point where the weapon landed must make a Dexterity saving throw. A creature takes 2d6 fire damage 2d6 radiant damage on a failed save, or half as much damage on a successful one. The weapon teleports to your hand after the burst.
This weapon regains 1d6 expended charges daily at dawn.
Art
- Sword of Truth and Justice by Chris Rahn
- Archway Angel by Milivoj Ceran
- Daxos, blessed by the Sun by Jason A. Engle
- White Symbol from MTG
- Dawn by Noah Bradley