There are said to be four Dawnstars. One for each of the Solar who rescued a Pelorian Paladin from the ninth circle of hell. Created by Pelor these Dawnstars act as sentient morningstars with a +3 to attack and damage rolls.
Guiding light
The Dawnstars shine brightly with bright light in a 20 ft. radius and dim light for another 10 ft. this light is considered as sunlight.
Furthermore these morningstars deal radiant damage instead of piercing damage and an extra 2d8 radiant damage against fiends and undead. As an bonus action the Dawnstars can be extinguished after which they do standard piercing damage. Furthermore thanks to this property the Dawnstars ignore armor, even magical armor, but as a downside it can't damage objects or constructs in its radiant form.
Divine Warrior
The Dawnstars hold 3 charges. Each of these charges can be spend to make an extra Attack on your turn. These charges are regained at dawn.
Destruction
If in anyway a Dawnstar is destroyed it releases a wave of 200 force damage in a 30 feet radius. Everyone in that area except the wielder must make a DC 19 dexterity saving throw, on a succesful save the target takes only half damage.
Sentient
The Dawnstars are infused with the souls of the four Solar. Because of this each Dawnstar has an Intelligence of 14, a Wisdom of 15 and a Charisma of 19. It has hearing and darkvision for out to 120 feet. The weapons also communicate telepatichally with their ownser and know all languages the wielder does, in addition to Celestial.
Proficiency with a Morningstar 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: Replace Damage Type: Radiant, Bonus: Magic, good or neutral creature, Damage, Buff, Combat, Sentient, Sap







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