You have a +3 bonus to attack and damage rolls made with this magic weapon.
Divine Radiance: When you hit a creature with Aurora Solaris, it deals an additional 2d4 radiant damage and 2d4 fire damage.
Solar Flare: As a bonus action, you can activate Aurora Solaris' empowerment ability, imbuing the weapon with even greater power. While empowered, Aurora Solaris deals an additional 1d8 radiant damage and 1d8 fire damage on each hit, and its critical hit range is expanded to 19-20. The empowerment lasts for 1 minute, or until you use another bonus action to end it. Once the Solar Flare ability is used, it can't be used again until the next dawn.
Flame Strike: Once per long rest, you can use an action to strike the ground with Aurora Solaris, creating a burst of flames in a 30-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 8d6 fire damage and 8d6 radiant damage on a failed save, or half as much damage on a successful one.
Boreal Bindings: When in whip form, you can use Aurora Solaris to attempt to grapple a target within range of the weapon. Make an attack roll against the target, instead of an athletics check for this grapple; contested by the target’s own athletics or acrobatics check. The grapple ends if you end your turn outside of the weapon’s range of the target.
Coruscating Mutability: Using an object interaction, Aurora Solaris can switch forms between functioning as a whip or as a rapier.
Proficiency with a Whip 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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Damage: Fire, Damage: Radiant, Damage, Combat, Finesse, Reach, Slow
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