Sol Aureole
Sol Aureole is a visible halo of light that appears behind the head of certain people touched by the Sun. It looks like a bright disc or a small sun suspended a handspan behind the crown. The aureole is not a trick of shadow or a painted nimbus; it is a real, perceivable phenomenon that most people passively notice only when not seeking to stare at it directly. In the world’s faiths, the mark is read as a sign that the Sun has singled someone out, sometimes as a blessing, sometimes as a test.
Shed Light: You always project light from atop your head. Bright light for 10 ft. and dim light for a further 10 ft.
Roleplay Effect: You see judgment for all your past failings and transgressions. Bringing all you try to keep secret and push down into the light.
DC Save: = 8 + Prof + Cha
| Stage | Aureole Aura | Radiant Aura | Bright Resilience | Dawn Lance |
|---|---|---|---|---|
| 1 | 5 ft. | 1d4 | 2d6, 30 ft cone | |
| 2 | 10 ft. | 1d6 | +2 HP at turn start | 4d6, 15 ft. cone |
| 3 | 15 ft. | 1d8 | +5 HP at turn start | 8d6, one creature (30 ft.) |
Radiant Aura: Hostile creatures within your aura take radiant damage.
- Stage 2: You may choose to have the halo flare once per Short Rest: for 1 round, the damage increases to 2d6 and blinds creatures (Con save) until the end of their next turn.
- Stage 3: Once per Long Rest, you may flare the halo for 2 rounds: allies within the radius gain advantage on saving throws against fear and charm, and hostile creatures that start their turn in bright light must succeed on a Wis save or be frightened until the start of their next turn.
Bright Resilience:
- Stage 1: Allied creatures within your aura gain resistance to necrotic damage.
Once per Long Rest as a reaction, when a creature drops to 0 HP, you grant that creature temporary hit points equal to 5 + your Cha modifier (minimum 1) for one round. - Stage 2: Allied creatures within your aura regain HP (not including you).
Once per Long Rest, you can, as a reaction, convert half of incoming damage from one attack to temporary hit points for an ally - Stage 3: As a reaction twice per Long Rest, you can absorb an incoming hit for an ally in range: you take the damage instead and immediately gain temporary hit points equal to half the damage absorbed.
Dawn Lance (1/Long Rest): As an action, unleash a beam of light in any direction. Creatures caught in the beam take radiant damage and are blinded for one turn (Dex save).
- Stage 1: Undead creatures take an additional d6 of damage.
- Stage 2: If an undead is reduced to 0 HP by this strike, it is destroyed outright.
- Stage 3: Creatures killed by Dawnlance are consumed to ash, preventing resurrection by normal means.
Symptoms
Observers report a warm, circular disk of light that seems to hang behind the bearer’s head. When people try to focus on the halo, it blurs or dims; it is clearest when glanced at from the corner of the eye or when the viewer is distracted. In bright daylight, the aureole can appear as a sharp, painted ring; in dim light, it glows like a soft coin of dawn.
What the bearer feels: The person with the aureole senses a constant pressure at the base of the skull and a low, humming warmth. Mirrors and polished metal rarely show the halo directly; instead, they catch a glare or afterimage that lingers.
Cultural Reception
Different groups interpret the aureole in different ways. Some priesthoods call it a sacred mandate and expect the bearer to act as an agent of revelation. Others treat it as a dangerous sign that must be contained or tested.

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