The Scarlet sun answers your call and slowly begins to rise from behind you. Reaching its peak the longer you concentrate on the spell then slowly fading the longer you hold concentration.
When you cast this spell you summon the Scarlet Sun on stage 1 and you create a 40-foot emanation centered on yourself and it follows you when you move. The light within the emanation is dim light. The sun has 3 stages that slowly change as the spell persists. This spell cannot be upcasted by any means.
Stage 1(rounds 1-2):
During this first stage of Daybreak, the Scarlet Sun rises from behind you, having very little effect until it fully rises.
when you cast this spell and at the start of each of your turns thereafter, you may choose one creature you can see in the emanation to be a target of the spell. They either take the effect from "Burning Dawn" or "Scarlet Blessing"
Burning Dawn: A creature chosen to be effected from this effect must make a Constitution saving throw or take 2d10 necrotic damage and be unable to regain hit points until the start of the creatures next turn. They only take half as much damage on a success.
Scarlet Blessing: A creature chosen to suffer from this effect regains 2d10 Hit Points and can remove one of the following conditions; Blinded, deafened, paralyzed, or poisoned. You gain the effects of this benefit at the start of each of your turns no matter what choice you make in addition to the selection.
Stage 2(Rounds 3-8):
The sun rises further... however, round 5 provides a once a time special event.
You lose the ability to use the effects from stage 1 as they are replaced by the following effects.
At the start of each of your turns, choose 1 creature that you can see in the emanation to be the target of one of the following: "Searing Sun" or "Light of the Scarlet Sun"
Searing Sun: A streak of light shoots down from the sun, catching a creature in its area. The creature must make a dexterity save or take 5d10 Radiant damage and start burning until this stage ends. Until the spell ends while the target is burning, the target takes 2d6 points of radiant damage. The creature or a creature within 5 feet of it can replace 1 attack to clear the searing mark. The searing mark also fades if the creature takes cold damage. On a successful save the creature instead takes half as much damage only.
Light of the Scarlet Sun: A creature chosen to be effected by this gains temporary hit points equal to your level plus your charisma modifier. These temporary hit points last until Stage 2 ends. While the creature has these temporary hit points, they gain resistance to radiant and necrotic damage. If a creature is already resistant to one or both of these types you can choose to give them one of the following instead; acid, lightning, fire, thunder, or poison. But, they also gain vulnerability to cold damage. A creature other than you can only benefit from this effect once during the spells duration. You gain the effects of this benefit at the start of each of your turns no matter what choice you make in addition to the selection.
Round 5(only once per casting). Scarlet Kings Embodiment: When you reach round 5 of combat you wont be able to use stage 2 until round 6, at the start of your turn, The sun begins to burn brightest, it has reached high noon. Each creature of your choice within your line of sight must make a constitution save or suffer 2 levels of exhaustion and lose any temporary hit points hit has. On a successful save it does not gain exhaustion but still loses its temporary hit points.
Stage 3 (round 9-10):
You lose the effects of stage 2 and instead gain stage 3. the last effects youll gaze as you reach dusk.
Again, choose a creature that you can see in the emanation to be effected by one of the following; "Dusk of the Watchers" or "Returning Nightfall"
Dusk of the Watchers: A creature effected by this must make a Wisdom saving throw or be lost in the nightfall. They must subtract a d6 from any attack roll or saving throw they make until this spell ends. On a success, they instead subtract 1d4 from their next attack roll or saving throw only.
Returning Nightfall: A creature effected by this regains 4d10 hit points and must make a constitution saving throw or have their next instance of healing halved. You gain the effects of this benefit at the start of each of your turns no matter what choice you make in addition to the selection.
Level
5th
Casting Time
1 Action
Range/Area
Self
(40 ft. )
Components
V, S
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
Comments