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The Last Light in Dungeons & Dragons 5e

World of Aloth

The Last Light

Armor (Medium)

Legendary Requires attunement by a good-aligned divine spellcaster who worships The Guardian or a cleric who holds the domains of either Light or Life

Forged in the Primordial Forge with steel from Mount Celestia and the bones of the empyrean Tonitrus the Chromatic Thunderlord, this vestige holds the last powers of the god Eidor, also known as The Guardian. At the heart of the armor lies a radiant star diamond which is ever-glowing with his divine light, pulsating faintly in rhythm with the wearer’s own heart. Around the waist of the armor there is a belt made from Eidor’s own cloak with a strand of prayer beads hanging from it. The armor was miraculously made by Colynn Windsor, Illidan Windsor and Rhazzad Lorens.

Magical Armor. You gain a +3 bonus to AC and saving throws while wearing The Last Light.

Empowered Domain. Every spell given to you by your domain counts as being cast at one level higher.

Empowered Spellcasting. As a bonus action, you can spend one use of your channel divinity to empower your spellcasting for 10 minutes. For the duration, every spell you cast counts as being cast at one level higher. Once used, you can’t use this feature for 1d6+1 days, or until you have successfully used your divine intervention feature.

Light of the Guardian. The armor sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This magical light dispels any magical darkness created by a spell or magical effect which is equal to a 5th level spell or lower. You can suppress or activate this light as a bonus action.

Reverberating Miss. When a creature misses you with a melee attack, you can use your reaction to have the armor reverberate with thunderous power. When you do so, the creature must make a Strength saving throw equal to your Spellcasting DC. On a failed save, it takes 4d8 thunder damage and is pushed 15 feet back. If it hits an object or structure, it and the object take an additional 2d6 bludgeoning damage, if it hits another creature, both take the additional damage. On a successful save it takes half the damage and is not pushed.

Supportive Surge. When you cast a spell as either an action or bonus action which restores hit points or grants a positive effect (such as Bless, Good Hope, Greater Restoration, Shield of Faith and so on) you can choose to gain an additional action equal to the one spent, as long as the spell affected a creature or creatures other than yourself (you can have been one target of the spell, but the spell can not have just targeted you). Once you have gained an action in this way, you can’t do so again until you finish a short or long rest.

The Guardian’s Embrace. As an action, you can touch a creature which has been dead for no more than one hour, and which didn’t die of old age, or that isn’t undead. If its soul is free and willing, the target returns to life with half its hit points. This ability neutralizes any poisons and cures nonmagical diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to resurrection, they afflict the target on its return to life. This ability also closes all mortal wounds and restores any missing body parts. This resurrection is guaranteed and does not require a Resurrection Ritual.

Once you have used this ability, all the properties of the armor except for its Magical Armor are suppressed until you finish a long rest. Additionally, once used, you cannot use The Guardian’s Embrace until 60 days have passed.

Radiant Charges
The Last Light has 5 Radiant Charges for the following properties. It regains one expended charge daily at dawn. If you expend the last charge, roll a d20. On a 20, you regain 1 Radiant Charges.

Once per turn as an action or bonus action, you can expend one Radiant Charges to use one of the following abilities:

  • Healing Light. Choose one creature within 60 feet of you that you can see, that creature instantly regains 12d10 hit points. If you have the Supreme Healing ability, you instead restore 120 hit points. For the sake of healing effects that require a spell level, this ability counts as a 7th level spell.


  • Light of the Dawn. You unleash a 30-foot cone of pure radiance. Each creature in the area must make a Constitution saving throw against your spellcasting DC. A creature takes 12d8 radiant damage on a failed, or half as much damage on a successful one. Fiends and Undeads have disadvantage on the saving throw. If you have the Corona of Light ability, you instead deal the maximum amount of damage.

Type AC STR Req. Stealth Dis.
Medium 16 Yes

Cost: Priceless
Weight: 40lbs


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