Sacred Color: Silver
Symbol: Crescent moon over rippling water
Common Shrine/Temple: River‑shrines, moonlit stone circles, lighthouse‑temples
Divine Law: “Never refuse water to the thirsty.”
Worshippers: Halflings of Dellwood, healers, sailors, river‑folk
Lore: Her tears formed Tallanon’s rivers. Her light guides the lost and reveals illusions.
Cosmic Form: A titanic moon‑colossus rising from the ocean horizon, her body made of silver stone and tidal mist. Her face is a cracked crescent mask, glowing with pale lunar fire. Her hands pull the tides like strings. Storm clouds coil around her like veils. The sea churns beneath her, reflecting her impossible scale.
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.