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The Emberglass

The Last Light of Lathander

Rare, Requires Attunement by a Spellcaster or Divine Champion (Cleric, Paladin, Druid, or Warlock with a Celestial Patron).

"In the age before ruin, when the dawn was still golden and the light was still kind, Lathander’s radiance bathed the world in promise. But even the brightest morning must fade, and even the most brilliant fire must dim. This shard—this ember—is all that remains of His light. It does not blaze as it once did, but it endures. It protects. It waits. And for those who dare to carry it, it demands that they become the dawn."

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Attunement Requirements

The Emberglass is a remnant of Lathander, the Last Dawn, once the guiding light of renewal and hope. Though His full radiance is lost, this fragment still clings to His purpose. Only those who walk the path of light may bear it.

A character must be:

  • Cleric, Paladin, Druid, or Warlock (Celestial Patron)
  • Alternatively, any character with proficiency in Religion may attempt to attune to the Emberglass, but doing so requires a day of meditation and a DC 15 Wisdom check to successfully bond with it.

Upon attunement, the wielder experiences a vision of an endless sunrise, a golden radiance stretching across a sky they cannot remember. A warmth—not of heat, but of purpose—fills them, and for the briefest moment, they feel as if they are standing in the presence of something vast, something watching, something waiting.


Effects of the Emberglass

Passive Effects Upon Attunement
  • Lathander’s Presence: The Emberglass sheds dim light in a 10-foot radius, which cannot be extinguished by mundane means.
  • Celestial Insight: The wielder gains advantage on Intelligence (Religion) and Wisdom (Insight) checks when interacting with divine forces or remnants of lost faiths.
  • Blessing of the Morninglord: The wielder is immune to the Rotmire Blight’s progression, and any infected creature within 10 feet cannot spread the disease while in the Emberglass’ presence.

Levels 2-4 (Dormant State) – The Fading Ember

The Emberglass is weak, its radiance flickering like the first light of dawn struggling against the weight of night. But even a dim ember can hold back the dark.

Effects:

  • Lathander’s Grace: The wielder can cast Cure Wounds (1st level) once per long rest.
  • Radiant Resilience: The wielder gains resistance to radiant damage.
  • Dawn’s Edge: The wielder’s weapon attacks count as magical for overcoming resistances.

Flavor Notes:

  • The wielder’s touch is gentle, yet unyielding—like the first warmth of morning after a long winter night.
  • The infected feel relief, as if the illness is held at bay, though the Emberglass offers no true cure, only protection.
  • The wielder’s shadow grows faint in bright light, as if the Emberglass is subtly rejecting the darkness.

Levels 5-7 (Awakened State) – The Kindled Flame

The light within the shard grows stronger, no longer a mere ember but a kindling flame. Those who stand near its bearer feel their burdens lessen, their fears ease.

Effects:

  • Greater Healing: The wielder can now cast Cure Wounds (2nd level) once per long rest instead of 1st level.
  • Lathander’s Warmth: The wielder and allies within 10 feet have advantage on saving throws against disease, poison, and being frightened.
  • Turn the Rot: Once per long rest, the wielder may invoke the Emberglass’ power as a Magic action to force all undead and creatures afflicted by the Rotmire Blight within 30 feet to make a Wisdom saving throw (DC = wielder’s spell save DC) or be frightened and incapacitated for 1 minute. For that duration, they attempt to move as far from the wielder as possible. The effect ends early if the creature takes damage.

Flavor Notes:

  • The wielder’s presence now carries a faint, golden glow, like sunlight filtering through clouds.
  • The Rotmire Blight recoils violently in its presence—while it cannot cure the disease, it burns away its influence.
  • A distant voice lingers at the edge of hearing—a call to stand, to protect, to persevere.

Levels 8-11 (Exalted State) – The Dying Star

The Emberglass no longer flickers—it shines. It is a relic of a god who once lit the world, and though His full light is lost, this last ember will never fade. The wielder is not simply its bearer—they are its beacon.

Effects:

  • Master Healer: The wielder can now cast Cure Wounds (3rd level) once per long rest instead of 2nd level.
  • Searing Majesty: The wielder gains +1 to spell attack rolls and spell save DC.
  • Unbroken Dawn: The wielder cannot be blinded, frightened, or charmed while attuned to the shard.
  • Lathander’s Final Light:
    • Once per long rest, when reduced to 0 HP, the wielder may use their reaction to erupt in divine fire, dealing 2d8 radiant damage to all creatures within 10 feet (DC = wielder’s spell save DC, Dexterity save for half damage).
    • The wielder then returns to life at 1 HP instead of falling unconscious.
    • On their next turn, they may only take their movement and an Action, as the strain of resurrection leaves them momentarily weakened.

Flavor Notes:

  • The wielder’s shadow is completely gone—they are a walking beacon, untouched by darkness.
  • The Rotmire Blight cannot exist within 10 feet of the Emberglass. In its presence, the air is clear, the land untouched.
  • The wielder no longer dreams, nor do they truly sleep. When they rest, they close their eyes and drift within an endless golden sky, waiting for the dawn.