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Might of the Dawnbringer - Blessing of Lathander

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Mod version:1
Game version:3
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About This Mod

Version 1.0 will allow you to find the following items in the training chest or appear with the fashion of calling the training chest.


In version 1.1, the items listed below can be found in the training chest, which can be found somewhere in the Rosimorn Monastery or in the chests with the Inquisitor's loot at Y'llek Nursery.


In version 1.2, items will only be found in loot chests in the Inquisitor's quarters at Y'llek Nursery.



Armor:


Blazing Light Armor (Medium, AC 18)


Spark of Dawn Armor (Medium, AC 16)


Order of the Sun Soul Mantle (Light, AC 14)


All three armor offers the following advantages:


1. Radiating Shockwave: When the owner deals Radiant damage, they cause Radiant Shockwave.


2. Enchantress Shining: When a wearer deals spell damage while illuminated by a light source, he also casts a Shining Orb on the target in 2 moves.


3. Shoot the Ungraceful: Creatures that fail to make attack rolls against the owner must make a DC save 14 Dexterity or take damage 1d4Radiant.


4. Latander's Blessing: Once per long rest, when your health points are reduced to 0, you regain 2d6 health points. Allies within 9 m / 30 ft radius also regenerate 1d6 hit points.


5. Latander light: radiates holy light within a radius of 6 m / 20 feet. In battle, demons and undead standing in the light are blinded if they fail to make DC 14 Constitution roll.


6. Daylight: This is a 3rd level awakening spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchantment an object to shine like the sun.


7. Dawn Harbinger Wrath: The Lord of the Morning's light blazes out in an emanation 10 feet / 3 m high, dealing 2d10 shining damage to enemies in its light.


The Order of the Soul of the Sun's mantle also gives WeaveEater: each time the wearer manages to make a save against the spell, he regains 1d6 hit points.


Weapons:


1. A Short Sword

"The Blade of Dawn" 2. Latander Power warhammer

3. Big Horizon Ax

4. Lord's Wrath Morning Two-Handed Sword

5. The blood of Latander's mace

6. The Long Sword

the prowess of Firstlight 7. Staff


Solar Fury Combat weapons offer the following advantages:


1. Latander Blessing: once per long rest, when your health decreases to 0, you restore 2d6 health points. Allies within 9 m / 30 ft radius also regenerate 1d6 hit points.


2. Latander light: radiates holy light within a radius of 6 m / 20 feet. In battle, demons and undead standing in the light are blinded if they fail to make DC 14 Constitution roll.


3. Radiation Strike: When hit, cast a Radiant Orb on the target for 1 turn.


4. Sacred Weapon: Undead struck by this weapon can be turned.


5. Kill the Villain: This weapon deals additional 1d6S damage, slashing demons and undead.


6. Sunbeam: Sunbeam is a 6th level challenge spell. This spell allows spellcasters to cast a ray of light that blinds and deals radiant damage to everything in its path. You can then use the Sunbeam Repeat on subsequent moves without spending a spell slot.

Damage 6d8 (6~48) Radiant


7. Thunderstorm: A thunderstorm is a 1st-level spell that evokes memories. This spell allows spellcasters to cause their melee weapons to ring thunder during a hit, repelling targets and potentially knocking them off their feet.

Normal Weapon Damage+ 2d6 (2~12) Thunder


8. Blinding penalty: Blinding penalty is a 3rd-level spell.Ā Blinding Punishment allows the paladin to spend the spell cell to inflict additional radiant damage from a melee weapon attack and possibly blind the target.

Normal Weapon Damage + 3d8 (3~24) Bonus to Shining


character pumping damage:


Hurt 3-5, +1 spell, additional 1d4 Shining damage.


Charms 6-7, +2 to enchantment, 1d6 additional Shining damage.


Charms 8-9, +3 to enchantment, 2d6 additional Shining damage.


Hurt 10+, +3 enchantments, plus 2d10 Shining damage.


This shining damage alignment code is derived from the Selunite Phalar Aluve fashion from ZootZootTelsa, which is noted to include a weapons pumping code from MrUnderhill38 (mode is highly recommended!).


Sunshine Fury staff offers the following benefits:


1. Vines of the Keeper of Faith: The Vines of the Keeper of Faith are a 1st-level spell. This spell allows spellcasters to summon magical vines and turn an area within reach into a rugged terrain. Creatures may be confused and moving at half speed, standing in this area. It is equivalent to a druid spell of 1st level.


2. Latander Blessing: Once per long rest, when your health points are reduced to 0, you regain 2d6 health points. Allies within 9 m / 30 ft radius also regenerate 1d6 hit points.


3. Latander light: radiates holy light within a radius of 6 m / 20 feet. In battle, demons and undead standing in the light are blinded if they fail to make DC 14 Constitution roll.


4. Sunbeam: Sunbeam is a 6th level challenge spell. This spell allows spellcasters to cast a ray of light that blinds and deals radiant damage to everything in its path. You can then use the Sunbeam Repeat on subsequent moves without spending a spell slot.

Damage 6d8 (6~48) Radiant


5. Spirit Guardians: Spirit Guardians is a 3rd level spell. This spell allows spellcasters to summon spirits that damage nearby targets and slow their movement. Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and their movement speed is halved.


6. Sacred Flame: Sacred Flame is a cantrip (summoning).Ā He deals shining damage to his target. Damage 1d8 (1~8) Radiation (saving DEX for negation)


7. Destructive Wave: Creates a shock wave of divine or malevolent thunder that deals damage to nearby creatures and possibly knocks them off their feet.

Damage 5d6 (5~30) Thunder

+ 5d6 (5~30) Radiant


8. Fire Strike: Fire Strike is a 5th-level spell. This spell allows the caster to create a pillar of divine flame in a chosen location, dealing 5d6 fire damage and 5d6 Radiant damage.

Damage 5d6 (5~30) Fire

+ 5d6 (5~30) Radiant


9. Planar Ally: A planar ally is a 6th-level spell. This spell allows spellcasters to summon an elemental, celestial, or demon to their aid.


10. Daylight: This is a 3rd level challenge spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchantment an object to shine like the sun.



Bulwark of the dawn shield: (+3 AC)


1. Reflective sheath: The protective sheath envelops you. It reflects any projectiles directed at you, back to their point of origin.Ā Bonus promotion


2. Protective bond: Protect an ally. They gain resistance to all damage and a +1 bonus to their armor class and saving throws.

Each time the target takes damage, the caster takes the same amount of damage.


3. Help: Strengthen your allies with fortitude and determination to heal and increase their maximum health.


4. Dawn Harbinger Wrath: The Lord of the Morning's light flashes out into the emanation 10 feet / 3 m, dealing 2d10 shining damage to enemies in its light.


5. Daylight: This is a 3rd level challenge spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchantment an object to shine like the sun.



Sunbeam Cloak: (+1 AC; +1 DC Spell Rescue)


1. Element Absorption: Element Absorption is a reaction that absorbs half of the damage from the next spontaneous attack aimed at the user, and adds this element type as additional 1d6 damage on the next user attack.


2. Latander Blessing: Once over a long rest, when your health decreases to 0, you recover 2d6 health points. Allies within 9 m / 30 ft radius also regenerate 1d6 hit points.


3. Latander light: radiates holy light within a radius of 6 m / 20 feet. In battle, demons and undead standing in the light are blinded if they fail to make DC 14 Constitution roll.


4. Wizard Liveliness: You gain 8 temporary health points on 4 moves after casting a spell in melee combat.


5. Crusader Mantle: Emits a holy power that emboldens closest allies. Their weapon attacks cause additional damage to 1d4Radiant.




Lord Of The Morning Ring Protection: (+1 AC)


1. Savior Charm: You heal an extra 2 health points each time you heal another creature.


2. Combat Regeneration: At the beginning of your turn, the ring is activated and restores you 1d4 hit points.


3. Callous Shine: Carrier deals additional 2 points of shining damage to highlighted creatures.


4. Latander's Blessing: Once per long rest, when your health points are reduced to 0, you regain 2d6 health points. Allies within 9 m / 30 ft radius also regenerate 1d6 hit points.


5. Latander light: radiates holy light within a radius of 6 m / 20 feet. In battle, demons and undead standing in the light are blinded if they fail to make DC 14 Constitution roll.


6. Bright cantripe: Light is a cantripe (Summonation).Ā It causes an object to shine light on a small area.

7. Dawn Harbinger Wrath: The Lord of the Morning's light blazes out in an emanation 10 feet / 3 m high, dealing 2d10 shining damage to enemies in its light.


8. Daylight: This is a 3rd level challenge spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchantment an object to shine like the sun.


Master of the Morning's Amulet of Glory:


1. Sun Ray: The Sun Ray is a 6th-level awakening spell. This spell allows spellcasters to cast a ray of light that blinds and deals radiant damage to everything in its path. You can then use the Sunbeam Repeat on subsequent moves without spending a spell slot.

Damage 6d8 (6~48) Radiant


2. Spirit Guardians: Spirit Guardians is a 3rd level spell. This spell allows spellcasters to summon spirits that damage nearby targets and slow their movement. Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and their movement speed is halved.


3. Sacred Flame: Sacred Flame is a cantrip (summoning).Ā He deals shining damage to his target. Damage 1d8 (1~8) Radiation (saving DEX for negation)


4. Destructive Wave: Create a shock wave of any divi or sinister thunder that deals damage to nearby creatures and possibly knocks them off their feet.

Damage 5d6 (5~30) Thunder

+ 5d6 (5~30) Radiant


5. Fire Strike: Fire Strike is a 5th-level spell. This spell allows the caster to create a pillar of divine flame in a chosen location, dealing 5d6 fire damage and 5d6 Radiant damage.

Damage 5d6 (5~30) Fire

+ 5d6 (5~30) Radiant


6. Dawn Harbinger Wrath: The Master of the Morning's Light bursts out into the emanation 10 ft/3 m, dealing 2d10 shining damage to enemies in his light.


7. Daylight: This is a 3rd level challenge spell. This spell allows spellcasters to dispel darkness by summoning a sphere of light or enchantment an object to shine like the sun.


Brilliant Renaissance Gloves:


1. Aegis palms: When you treat a creature, it gets the effect of the Blade Bank. When you image 1 for image 2 for image 3 for image 4 for image 5 forimage 6 for  image 7 for image 8 for image 9 for image 10 forimage 11 for  image 12 for image 13 for image 14 for image 15 for image 16 for image 17 for image 18 forimage 19 for image 20 for image 21 for image 22 for image 23 for  image 24 for image 25 for image 26 forimage 27 for  image 28 for image 29 for image 30 for image 31 forimage 32 for image 33 for  image 34 for image 35 for image 36 for image 37 forimage 38 for image 39 for  image 40 for image 41 for image 42 for image 43 for image 44 forimage 45 for image 46 for  image 47 forimage 48 for  image 49 for image 50 for image 51 for image 52 for image 53 forimage 54 for  image 55 forimage 56 for  image 57 forimage 58 for  image 59 for image 60 for image 61 for image 62 for image 63 for image 64 forimage 65 for image 66 for  image 67 for image 68 forimage 69 for  image 70 for image 71 for image 72 for image 73 forimage 74 for  image 75 forimage 76 for  image 77 for image 78 for image 79 for image 80 for image 81 forimage 82 for image 83 for  image 84 forimage 85 for  image 86 for image 87 for image 88 for image 89 for image 90 forimage 91 for  image 92 forimage 93 for  image 94 forimage 95 for  image 96 forRevive a creature, it gets the effect of Death Ward.


2. Latander Blessing: Once per long rest, when your health points are reduced to 0, you regain 2d6 health points. Allies within 9 m / 30 ft radius also regenerate 1d6 hit points.


3. Latander light: radiates holy light within a radius of 6 m / 20 feet. In battle, demons and undead standing in the light are blinded if they fail to make DC 14 Constitution roll.


4. Gloves with a radiant sphere: When the wearer deals radiant damage, the target takes 2 strokes of a radiant sphere.


5. Live: revive the satellite. They come back to life with 1 health point.


Sun's Journey Boots:


1. Fog Step: Surrounded by a silver mist, you teleport into the unoccupied space you can see.Ā Bonus promotion


2. Peropad: Feather drop is a 1st-level transmutation spell. This allows the spellcasters to make themselves and their allies as light as a feather, preventing them from taking damage when falling from a great height.image 97 for image 98 for image 99 for image 100 for image 101 forimage 102 for image 103 for image 104 for  image 105 for

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Game Version *

3 (Dawnbringer's Might-11388-1-0-1722652055.zip)