The Merchant's Amber Armory
The Amber Armory is a collection of fabled weapons and armor. Some say they were forged in the fires of a star deep in the Outer Planes and gifted to mortals by the gods. Other scholars, more practically grounded, trace their history back to the ancient wood-dwarves and their repositories of a legendary enchanted amber-like substance.
Fascinated by their unique properties, the Merchant Arkwright has taken an interest in collecting an assortment of weapons and armor forged using the mythical amber. Despite the gear’s radiant properties, each artifact is cool to the touch.
The Merchant is obsessed with collecting this ancient gear and only allows his most trusted lieutenants access to his Amber Armory.
Solrazor
Weapon Type: Longsword
Rarity: Legendary (Requires Attunement)
Damage: 1d8 Slashing + 1d8 Radiant
Properties: Versatile (1d10)
Amberlight Parry: Once per long rest, as a reaction, when an enemy attacks you in melee, you can cause the blade to shine with a blinding light. The attacker must make a DC 15 Constitution saving throw or be blinded until the start of your next turn.
Twin Solfangs
Weapon Type: Two Daggers
Rarity: Legendary (Requires Attunement)
Damage: 1d4 Slashing
Twin Radiance: If both daggers hit the same target on your turn, the second attack deals an additional 1d4 radiant damage.
Sun Piercer
Weapon Type: Rapier
Rarity: Legendary (Requires Attunement)
Damage: 1d8 Piercing
Properties: Finesse
Solarflare: As a bonus action, the rapier glows with a bright orange light. Until the start of your next turn, the weapon emits bright light in a 20-ft radius, and creatures have disadvantage on attack rolls against you.
Dawncleaver
Weapon Type: Battle Axe
Rarity: Legendary (Requires Attunement)
Damage: 1d8 Slashing
Properties: Versatile (1d10)
Sunderstrike: Once per long rest, you can slam Dawncleaver into the ground as an action, creating a 15-foot cone of radiant energy in front of you. Each creature in the area takes 4d6 radiant damage (Dex DC 15 for half).
Dawncrusher
Weapon Type: Maul
Rarity: Legendary (Requires Attunement)
Damage: 2d6 Bludgeoning
Properties: Heavy, Two-Handed
Sunderstrike: Once per long rest, you can slam the Dawncrusher into the ground as an action, creating a 15-foot cone of radiant energy in front of you. Each creature in the area takes 4d6 radiant damage (Dex DC 15 for half).
Solflare
Weapon Type: Longbow
Rarity: Legendary (Requires Attunement)
Damage: 1d8 Piercing
Properties: Versatile (1d10)
Sunshot: Deals an additional 1d8 radiant damage on hit.
Guiding Light: Once per short rest, you can fire a tracer arrow that outlines a creature in radiant light on a hit. This effect lasts for one minute. All attacks against the affected creature have advantage until the effect ends.
Sun's Ward
Armor Type: Shield
Rarity: Legendary (Requires Attunement)
AC: +3
Amberlight: Once per long rest, as a reaction, you can flash the shield's amber core, forcing an attacker within 5 feet to make a DC 15 Constitution saving throw or be blinded until their next turn.
Solar Barrier: Once per short rest, you can activate the shield, as an action, to gain resistance to radiant, fire, and necrotic damage for one minute.