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# Solar Armory
By KoatheDM. Art Warmtail.
### Sunstone Macuahuitl *Club, Uncommon* This club is fashioned akin to a macuahuitl, with enchanted blades of Sunstone that make up its serrated edges. Along its handle are a number of enchanted gildedglass beads and rings. By swinging the Macuahuitl above your head in a circular motion, it will magically produce a loud whistling noise that can be heard from up to 300 feet away, and by shaking the beads and rings of the Macuahuitl as a bonus action, you can cast the spell *Thaumaturgy.* The Sunstone Macuahuitl deals an additional 1d4 radiant damage on hit, and you can cast the spells *Shield of Faith* and *Blinding Smite* without components while holding the Macuahuitl. Once you have casted one of these spells through the Macuahuitl, you cannot cast that spell again through the Macuahuitl until the next dawn. \columnbreak
### Sunstone Spear *Spear, Uncommon* This ornate elvish spear has an enchanted Sunstone spearhead, faintly glows with radiant energy, and has depictions of feathered wings across its handle that animate when thrown. The Sunstone Spear counts as an Uncommon Sunstone for the purposes of casting Solarmancy Spells, it deals an additional 1d4 radiant damage on hit, and you do not suffer disadvantage when attacking at long range with the Sunstone Spear, and immediately after throwing the Sunstone Spear it will always return to your hand. Additionally, as an action you can cast the spell *Solar Rush* (+3 spellcasting ability modifier), without requiring components, where the attack must be made with the Sunstone Spear. Once you have used this property, you cannot use it again until the next dawn. \pagebreakNum ### Solar Guard *Shield, Uncommon* This golden ornate shield was used by the Empire of the Sun’s foot soldiers, and their armies were called the Rising Sun, as the sun reflected off of these golden shields in massive troves that looked like sunlight itself was pouring down the hills. You gain a +1 bonus to your AC while holding the Solar Guard, and as a bonus action, you can cast the *Light* spell targeting the shield. While the shield is affected by the Light spell, any target attacking you that has the *Sunlight Sensitivity* trait has disadvantage on their attack rolls if they can see the shield. Additionally, when you are targeted by a spell attack, you can cast the spell *Bulwark of Light.* Once you have used this property of the Solar Guard, you cannot use it again until the next dawn. ### Celestialblood Tattoo *Wondrous Item (tattoo), Uncommon (requires attunement)* Favored by Solarmancers, this tattoo was derived from the strange runic symbols that appeared on the skin of higher echelon celestials, and is made with infused Sunstone and radiant blood. While you are attuned to this item, if you spend one hour of concentration holding a Sunstone, you can cause the Sunstone to melt and infuse with your tattoos, where the tattoo gains the effects of the Sunstone. If you use this ritual with another Sunstone, the previous Sunstone is lost forever and is replaced with the effects of the most recent Sunstone. While the tattoo is infused with a Sunstone, the tattoo can become Charged like the Sunstone with only 2 continuous hours of contact with Natural Sunlight. ### Amber Crown *Wondrous Item, Rare (requires attunement)* This elvish circlet is made of an enchanted golden alloy with sunstones that adorn it. The Amber Crown counts as a spellcasting focus and a Rare Sunstone for the purposes of casting Solarmancy spells. The Amber Crown has 8 charges and regains 1d8 + 4 charges at dawn. You can cast the following spells using charges of the Amber Crown (Spell save DC of 16), *Augury* (1), *Celestial’s Blessing* (1), *Celestial’s Sight* (3), and *Command* (1). Furthermore, as an action you can expend 4 charges and speak a powerful command word where all creatures who are invisible within 80 feet of you must succeed on a DC16 Charisma saving throw or have their invisibility end. Additionally, all areas of magical darkness created from a spell level of 5th or lower are instantly dispelled. \columnbreak
### Band of the Praetorian *Wondrous Item, Rare (requires attunement)* This simple Sunstone band is designed to be placed on the body where a limb is missing, where a limb made of tangible radiant energy will appear. This limb functions exactly as a normal limb and is under your control, however it has 4 charges, regains 1d4 + 2 charges at dawn, counts as Sunstone Bands for the purposes of casting Solarmancy spells, and has following properties, - As an action you can cast the spell *Helios Armaments* without requiring components by expending 1 charge (+4 spellcasting ability modifier). - Unarmed strikes made with this limb deal 1d6 + 4 radiant damage. - Instead of adding a +4, you can opt to use your Strength modifier. - When you hit a creature with an unarmed strike with your radiant limb or with a weapon you've created from Helios Armaments, you can expend up to 4 charges, dealing an additional 1d8 radiant damage per charge.
By KoatheDM. Art Warmtail.
\pagebreakNum ### Bow of Light *Longbow, Rare* This gilded, silver bow seems to faintly glow with sunlight, and the bowstring looks akin to raw radiant energy. You gain a +2 bonus to attack rolls and damage rolls made with the Bow of Light and if you take the Attack action with the bow, you can use one or more of your attacks to shoot an arrow from the Bow of Light into an area of Magical Darkness where it is dispelled if it is of a level of 6th level or lower. In addition to this, when you critically strike with this weapon it deals an additional 2d8 radiant damage in a 5 foot radius sphere centered on the creature you had hit. Additionally, you can cast the spell *Revealing Arrow* (DC 16) as an action. Once you have used this aspect of the bow, you cannot do so again until the next dawn. ### Solar Plate *Splint or Plate Armor, Rare* This armor is made of an magical gold alloy that has been dipped into liquid Sunstone amber from Sunstones that were not powerful enough to harness the divine strength of the sun. While wearing this armor, you gain a +1 bonus to your AC, and you have resistance to radiant damage. **Dispel the Faithless.** When you are targeted with a spell attack, you can cause the Solar Plate to thrum with radiant energy, and cast the *Bulwark of Light* spell. Once you have used this property of the Solar Plate, you cannot use it again until the next dawn. **Burning Radiance.** As an action you can speak the command word of the Solar Plate where it will glow brilliantly and begin to burn the air around you. For the next minute, the armor emits 40 feet of bright light and 40 feet of dim light, and once per turn if you are grappling a creature, a creature is grappling you, or you have shoved a creature, they take 1d8 radiant damage. \columnbreak ### Hands of God *Wondrous Item, Very rare (requires attunement)* These ornately enchanted gauntlets contain immaculately cut Sunstones in their palms and the tops of their hands and it is said that when wearing these, one can control light itself akin to a God. While you are attuned to the Hands of God, your Strength score becomes 20, your unarmed strikes have a range of 15 feet and deal 1d8 radiant damage on hit, and you can cast the spell *Modify Light* as an action, which can affect light that fits into a 60 foot cube as opposed to a 10 foot cube. **Path of Faith.** As an action, you can create a semi-translucent barrier of solid light in a space you can see within 5 feet of you. This barrier can be up to 120 feet long and up to 20 feet wide. This barrier of light is impenetrable and can be walked and stood on. If a creature would be trapped by the creation of this barrier or walkway, they can use their reaction to make a Dexterity saving throw (DC17), moving up to their movement speed on success to attempt to escape the barrier. This barrier lasts for 10 minutes, as if you were concentrating on a spell. Once this property of the Hands of God has been used, it cannot be used again until the next dawn. **Hand of Light.** As an action, you can cast *Bigby’s Hand* (DC 17, +9 spell attack bonus). Bigby’s Hand casted in this way deals radiant damage as opposed to Force damage and emits 30 feet of bright light. Once this property of the Hands of God has been used, it cannot be used again until the next dawn. **Wall of Radiance.** As an action, you can cast *Wall of Light* (DC 17). Once this property of the Hands of God has been used, it cannot be used again until the next dawn.
By KoatheDM. Art Warmtail.
\pagebreakNum ### Blade of the Setting Sun *Longsword, Rare* This beautifully crafted longsword is of elvish make, made from tempered celestial steel that faintly glimmers as if the sun is always reflecting off of its surface. It is said that the Blade of the Setting Sun is the brother to its more powerful sibling, Blade of the Rising Sun. The Blade of the Setting Sun has the Finesse property, attacks made with it gain a +1 bonus, and the Blade has 4 charges and regains 1d4+2 charges at dawn. When you make an attack with this weapon with the attack action, you can replace one of your attacks and instead cast one of the following spells using Charges (DC15). If a spell would require a spell attack roll, make a melee weapon attack roll instead with the Blade. *Solar Cleave* (1), *Solar Rush* (2), or *Sunbless* (1). ### Blade of the Rising Sun *Longsword, Very Rare (requires attunement)* This incredibly elegant longsword has a Blade made of tempered celestial steel, platinum, and a magical golden alloy with magically sharpened and hardened amber inlay. Said to be the older sibling of the Blade of the Setting Sun, the blade of this weapon faintly glows as if reflecting the sun's rays at all times. The Blade of the Rising Sun has the Finesse property, you gain a +2 bonus to attack rolls made with it, you deal an additional 1d8 radiant damage on hit with the Blade, and the Blade has 6 charges, and regains 1d6+3 charges at dawn. When you hit a creature with this weapon, you can choose to expend 1-3 charges, dealing an additional 1d8 radiant damage per charge expended. Furthermore you cast the following spells using Charges (DC 18). If a spell would require a spell attack roll, make a melee weapon attack roll instead with the Blade. *Solar Cleave* at 3rd level (1), *Solar Rush* (2), *Daylight* (1), *Divine Favor* (1), and *Palm of Light* (5) ### King’s Scepter *Wondrous Item, Very rare (requires attunement by a Spellcaster)* This golden staff contains an immaculate Sunstone in its center that has been enhanced with dragonsand so it pulses with chaotic radiant energy, almost threatening to destroy the staff itself. While you are attuned to the King’s Scepter, you can use it as a spellcasting focus and as a Very Rare Sunstone for the purposes of casting Solarmancy spells, and you gain a +2 bonus to spell attack rolls and your spell save DC increases by 2. The King’s Scepter has 10 charges and regains 1d10 + 5 charges at dawn, and you can cast the following spells using charges of the King’s Scepter (DC 17, +9 to hit, Spellcasting ability modifier of +5). *Disrupting Flash,* (1), *Inquisitor’s Brand* (2), *Helios Corona* (3), *Solar Scorch* (5), and *Sunbeam* (7).
By KoatheDM. Art Warmtail.
\pagebreakNum ### Changelog - Version 1.0 - Initial version released \columnbreak ### More! This homebrew was made by KoatheDM, and you can find more homebrew content on [Patreon!](https://www.patreon.com/koathedm) I also have an [Instagram](https://www.instagram.com/koathedm/) account, [Reddit](https://www.reddit.com/user/keonikoa) account where I post and tease other homebrew content by the name of KoatheDM, and a [Twitter](https://twitter.com/koa_dm) where I also tease upcoming content! This document was made through GMbinder. Art by Warmtail.
By KoatheDM
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