Sacred Color: Gold
Symbol: Rising sun pierced by a sword
Common Shrine/Temple: Sun‑chapels, hilltop sanctuaries, justice‑courts
Divine Law: “Let no injustice survive the dawn.”
Worshippers: Humans of Port Kaldren & Penville, paladins, judges
Lore: Banished the First Darkness. His temples double as courts of law.
Cosmic Form: A titanic figure of radiant stone and burning gold stands astride the horizon, half‑shrouded in storm and half‑bathed in dawnfire. His body is carved from sun‑bleached marble streaked with molten veins of light. Wings of flame unfurl behind him, each feather a shard of sunrise piercing the clouds. His helm bears a crown of light that blinds the wicked and warms the just.
Below him, the Plains of Bone ignite with morning fire as his sword — a blade of pure dawnlight — cleaves the lingering shadows. The sky fractures into gold and crimson, and the first rays of Tallanon’s day spill from his chest like molten justice.
Dawn Spark — Emit a flash of warm light; dispels minor darkness.
Radiant Touch — Heal 1 HP or scorch undead for 1 damage.
Sunmark — Mark a creature with a faint golden sigil visible to allies.
Glowbrand — Cause a weapon to shine brightly for 10 minutes.
Blessing of Dawn — Grant +1 to all rolls for one ally until sunset.
Sunbeam — Fire a bolt of radiant light (1d8 damage; double vs undead).
Warmth of Life — Heal 1d6 HP; cures minor ailments.
Radiant Ward — Create a shimmering barrier that absorbs 1d6 damage.
Aelthir’s Grace — Ally gains +2 Defense for one hour.
Sunfire Weapon — Weapon burns with holy fire; +2 radiant damage.
Beacon of Hope — Allies within 20 ft gain advantage on fear checks.
Purifying Light — Remove poison, disease, or corruption.
Dawn Nova — Burst of blinding light; damages undead and blinds foes.
Solar Aegis — Create a radiant shield granting +3 Defense for 1 minute.
Revitalize — Heal 2d6 HP; restores stamina and removes exhaustion.
Sunstride — Teleport between two patches of bright light.
Aelthir’s Judgement — Smite a foe with a pillar of sunlight (massive radiant damage).
Halo of Glory — Allies gain +1 to all rolls; enemies suffer -1.
Sanctuary of Dawn — Create a radiant dome; blocks undead and demons.
Sunforge Blessing — Temporarily enchant armor or weapons to masterwork quality.
Avatar of the Dawnfather — Transform into a radiant avatar; fly, glow, and smite.
Solar Ascension — Heal all allies in sight for 3d6 HP; remove all afflictions.
Sunfall — Call down a miniature sun; devastates undead and demons.
Eternal Dawn — Resurrect a fallen ally with full HP and renewed vigor.
Clerics of Aelthir are known as Dawnwardens.
They must:
Bring light to dark places
Heal the wounded without expectation of reward
Never strike first except in defense of the innocent
Perform the Rite of First Light at sunrise daily
Their temples are open‑air sanctuaries where the first rays of dawn are considered sacred.