Weapon (spear), legendary (requires attunement by a Druidic Spear)

Arm of Dawn has three states; dormant, awakened, and ascended. Arm of Dawn is typically acquired when it is dormant and each additional state can be achieved through various means; be they physical acts, emotional acts, or philosophical acts, it need only be a heroic act to awaken the next state for Arm of Dawn.

 Arm of Dawn is a beautifully crafted spear with a sunburst pattern carved into the socket where the blade connects to the pole. Arm of Dawn is constructed of petrified wood and has a deep green flint blade.

Dormant:

  • Arm of Dawn is a +1 Spear.
  • Attacks made against structures and objects with Arm of Dawn critically strike.
  • A creature attuned to Arm of Dawn can cast the Sunlight spell at will without using components or concentration. When cast this way, the light emanates from the flint blade and has a deep green hue.

Awakened:

  • The wood handle of Arm of Dawn darkens to a deep ebony with a light green grain, resembling sapling wood, running up the length.
  • Once per short rest, a creature attuned to Arm of Dawn can shift it's elemental affinity  to one of the following: Acid, Cold, Fire, Lightning, or Thunder. Arm of Dawn deals an additional 1d4 damage of the element to which it is attuned while this is active.
  • Once per long rest, as an action, you can channel Arm of Dawn's latent energy into a single devastating attack. On this attack, Arm of Dawn becomes drained and loses it's elemental damage until after a long rest. The attacks relate to the element of choice and are:
    • Devouring Acid: The target must succeed on Dex Saving Throw (Spell DC) taking 4d6 Acid damage on a failed save, or half as much on a success. If the target fails, their AC is reduced by 2. Targets wearing magic armor, or with legendary resistances, are immune to this affect.
    • Sub-Zero: The target must make a Con Saving Throw (Spell DC), taking 4d6 Cold damage and become restrained as they begin to freeze solid on a failure. Creatures that fail by more than 5 are instantly frozen. Creatures that succeed take half damage and are not restrained. The restrained creature must repeat the saving throw at the end of its turn, becoming frozen on a failure or ending the effect on a success. A frozen creature can make a Con Saving Throw (Spell SC) at the beginning of each of its turns to become unfrozen. The creature can also be freed by the greater restoration spell or similar magic, or they melt. Creatures resistant or immune to Cold damage are immune to this affect.
    • Explosive Blast: You plant the blade of Arm of Dawn into the ground. Creatures within a 20 ft. radius must succeed a Dex Saving Throw (Spell DC), taking 4d6 Fire damage on a failure, and half as much on a success.
    • Shocking Bolt: You fire a bolt of pure lightning in a 100 ft. by 5 ft. line in a direction of your choice. Each creature in the line must make a Dex Saving Throw (Spell DC), taking 4d6 Lightning damage on a failure, and half as much on a success.
    • Destructive Thunder: You plant the blade of Arm of Dawn into the ground. Creatures within a 10 ft. radius must must make a Str Saving Throw (Spell DC), taking 4d6 Thunder damage while being pushed back 20 ft. away from the origin of the blast. Creatures that succeed the saving throw take half damage and are not pushed. Creatures, objects, and structures made of inorganic material take double damage.

Daylight (Arm of Dawn)
Casting Time: 1 action
Range: Touch (40 ft. Radius)
Target: The flint blade of Arm of Dawn
Duration: 1 hour

You touch the flint blade of Arm of Dawn. Until the spell ends, the blade sheds bright light in a 40-foot radius and dim light for an additional 40 feet. 

Sunburst: Twice a day, while the Daylight spell is activated, the user can expend one charge as an action to pulse the light with radiant magic. If the Sunlight touches any undead or fiend, they have to make a Constitution saving throw equal to your spell DC. They take 2d6 Radiant damage on a fail, and half as much on a save. 

Ascended


The petrified shaft of Arm of Dawn lightens from ebony to a living amber hue, streaked with veins of pale green light. The flint blade grows translucent, like dawn seen through stone, and when raised to the sky it sheds a soft green-gold radiance like sunlight filtered through leaves.

Arm of Dawn becomes a +3 spear.


When you shift its elemental affinity, it now deals an additional [roll]1d6[/roll] of the chosen type instead of 1d4 and channeled elemental attacks now do [roll]6d6[/roll].


  • Judgment, Not Execution
    • Once per turn when you hit a creature with Arm of Dawn, you may choose to deal no extra elemental damage and instead force the creature to make a Wisdom saving throw (your spell save DC).
      • On a failure, you choose one:
        ▪ The creature is restrained by spectral roots until the end of its next turn.
        ▪ The creature is blinded by green-gold light until the end of its next turn.
        ▪ The creature is knocked prone and disarmed (if it is holding a weapon)
        ▪ A creature that succeeds on the saving throw is immune to this feature until the start of your next turn. 
  • Balance of the Wild
    • When a creature you can see within 30 feet would be reduced to 0 hit points by Arm of Dawn’s damage, you may choose to leave it at 1 hit point instead.
      • If you do, that creature is:
        • Restrained by spectral vines or stone•
        • Unable to take reactions
        • Frightened of you until the end of its next turn
      • You also regain hit points equal to your wisdom modifier plus your druid level.

Verdict of the Living Dawn

  • Once per day, Action
    • As an action, you raise Arm of Dawn toward the sky and call upon the balance of the natural world. The flint blade erupts in green-gold sunlight as roots of spectral stone and vine burst from the earth in a 30-foot radius centered on you.
    • Each hostile creature of your choice in the area must make a Wisdom saving throw (your spell save DC) as the wilds themselves judge them.
  • On a failed save, the creature is bound by the verdict of nature for 1 minute (concentration not required). While judged, the creature suffers the following effects:
    • Restrained by stone and living roots.
    • At the start of each of its turns, it takes [roll]3d6[/roll] of the current elemental affinity of Arm of Dawn.
    • At the end of each of its turns, it may repeat the saving throw, ending the effect on a success.
  • A judged creature may instead use its action to yield. If it does:
    • The restraint immediately ends.
    • The creature becomes charmed by you until the end of its next turn.
    • It drops any weapons it is holding.
  • After using this ability, Arm of Dawn cannot use its channeled elemental attack until the next dawn.

Proficiency with a Spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Magic, Damage: Radiant, Druidic Spear, Damage, Combat, Thrown, Versatile, Sap

Previous Versions

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Item Tags: Damage Combat

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