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. d6 minutes
Radiant Touch — Heal 1 HP or scorch undead for 1 damage. Range 5 paces
Sunmark — Mark a creature with a faint golden sigil visible to allies. d6x5 minutes
Glowbrand — Cause a weapon to shine brightly for 2d6 minutes.
Blessing of Dawn — Grant +1 to all rolls for one ally until sunset.
Sunbeam — Fire a bolt of radiant light (d6+4 damage; double vs undead). Range 10 paces
Warmth of Life — Heal 1d6+4 HP; cures minor ailments.
Radiant Ward — Create a shimmering barrier that absorbs 10 damage. Duration 1 hour
Aelthir’s Grace — Ally gains +20 Defense for one hour.
Sunfire Weapon — Weapon burns with holy fire; +d6 radiant damage. Duration d6 hours
Beacon of Hope — Allies within 20 paces gain +2 to Heroic Rolls for 1 Hour.
Purifying Light — Remove poison, disease, or corruption.
Dawn Nova — Burst of blinding light; 3d6+6 damage to undead and blinds foes for one round. Burst 10 paces
Solar Aegis — Create a radiant shield granting 30 Temp HP for d6 hours
Revitalize — Heal 3d6+6 HP; restores stamina and removes exhaustion.
Sunstride — Teleport between two patches of bright light, no more than 50 paces apart.
Aelthir’s Judgement — Smite a foe with a pillar of sunlight 10d6 (massive radiant damage).
Halo of Glory — Allies gain +1 to all rolls; enemies suffer -1. Duration d6x5 mintutes
Sanctuary of Dawn — Create a radiant dome; blocks undead and demons. Duration d6x5 minutes
Sunforge Blessing — Temporarily enchant armor or weapons to masterwork quality. +2d6 offense
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. 2d6x10 damage.
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.