#### Codex Solaris Wondrous item, artifact (requires attunement) --- On the morning Kalidasa Dhar penned the final lines of the codex umbra, Eleodora Kai witnessed her first sunrise. Raised in the Khem-hor temple of the Everburning Sun, Lady Kai watched the sun-priests go about their work and absorbed their knowledge and rituals. She believed, from her earliest memory, that the sun's rays were alive. She passed through the rituals at a young age to become the Arcanum Extraordinary to the Knights of the Prismatic Fire. After years of service to the order, she began her great work. Though Lady Kai was a coeval of the empire's vizier, and stories pit the two great sorceresses against each other, the only contemporaneous accounts scholars have indicate they corresponded regularly and may even have worked together. *"The astute mage Kalidasa claims that there is no correlation between shadow and light, but I must disagree. If true shadow is formed from the dead echoes of a previous world, then true light must be its equal and opposite: raw cosmogonic energy, capable of rending old universes apart and building new ones from the ashes. For what else could have created such powerful remnants of the dark?"* In the codex solaris, which is written in Celestial, Eleodora identifies light as the preeminent force in the universe and claims the sun to be its nexus. A creature that attunes to the codex solaris and learns to harness this power gains the following abilities. ***Auroral Radiance.*** Wherever you go, iridescent bands of light ripple around you. You emit bright light out in a 5-foot radius around you and dim light for an additional 10 feet. You can suppress this effect as a bonus action, but the bands of light return 8 hours later or until you use another bonus action to release them. Once per turn while the bands of light surround you, you can deal an extra 6d6 radiant damage to a creature you hit with an attack. If the creature is immune to the blinded condition or unable to see you, the creature only takes half as much radiant damage. ***Healing Radiance.*** As an action, you can make your hand glow with brilliant light and touch one creature. The target regains 10d10 hit points, all conditions and diseases currently affecting the target end, and any levels of exhaustion the target has are removed. Once you use this feature, you can't use it again until the next dawn. ***Eventide's Light.*** You gain darkvision out to 120 feet, and magical darkness no longer impedes your vision. Additionally, Power tests made against your domain's units are made with disadvantage, as your luminescent blessing guards the troops against the shadow of death. ***Dawnbreaker.*** Once per week, you can use your action to summon the Dawnbreaker, a massive lion-headed battering ram special unit that fires bolts of pure hardened sunbeams. The Dawnbreaker remains under your command for 24 hours, after which the hard-light construct dissipates into the air. ![](https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/KaW/Dawnbreaker.webp) ***Red Sun Rises.*** On the eve of a warfare battle, you mutter the words of an ancient incantation. At dawn, your foes are greeted by a crimson sun on the horizon—an omen of death, haloing your troops as they advance. When your domain successfully Brings the Siege, you can force your enemy to make one final DC 18 Operations test. On a failed test, all of your enemy's units are disoriented as the ominous presence of the red sun seizes the hearts and minds of their soldiers. On subsequent activations, an affected unit can make a DC 14 Morale test, ending the disoriented effect on itself on a success. ***Solar Storm.*** As an action, you can channel a cataclysmic storm of light through your own body, transforming yourself into a living star. While in this form, you gain a flying speed equal to your walking speed, immunity to radiant damage, and resistance to acid, cold, fire, lightning, and thunder damage. To maintain this form, you must sacrifice 1 Hit Die at the end of each of your turns as the storm burns you from the inside out. Each creature of your choice who begins its turn within 15 feet of you and can see you must succeed on a DC 20 Constitution saving throw or be blinded until the start of its next turn. You can end this form as an action. When you do, you can choose to sacrifice any number of Hit Dice you have remaining and roll those dice. Each creature within 30 feet of you must make a DC 20 Constitution saving throw. On a failed save, a creature takes radiant damage equal to the total value of the rolled Hit Dice you sacrificed to end Solar Storm and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn't blinded. If you drop to 0 hit points while in this form, the storm is unleashed from your body in a massive supernova. Each creature within 60 feet of you (not including you) must make a DC 22 Constitution saving throw, taking 20d6 radiant damage on a failed save, and half as much damage on a successful one. If you are still alive after the supernova, you make death saving throws at disadvantage until you regain hit points or are stabilized. You revert to your normal form when you use a bonus action to do so or when you have no Hit Dice remaining. Once you use this feature, you can't use it again until you finish a long rest. ---