Morning Glory

Weapon (long sword), unique (requires attunement by any non-evil and non-undead, good preferred)

This is a beautifully crafted long sword, its blade seeming to be made of gold, with a white metal crossguard and hilt, wrapped in fine gold chain. It constantly gives off bright light out to 10 feet and dim light for an additional 10 feet.

 You gain a +2 bonus to attack and damage rolls made with Morning Glory, and any successful attack deals and additional 1d8 radiant damage. You also gain resistance to necrotic and radiant damage while you carry Morning Glory.
Daylight. As a bonus action, you can cause Morning Glory to radiate bright light out to 60 feet and dim light out to an additional 60 feet, and is considered sunlight. Morning Glory literally becomes bright white positive energy. Morning Glory now deals 3d6 radiant damage instead of its normal damage (including the additional 1d8 above). You also gain immunity to necrotic damage while you carry Morning Glory and Daylight is active.
Regeneration. While Daylight is active, and you are wielding Morning Glory, you regain 10 hit points at the start of your turn as long as you have 1 hit point. Any regained hit points over your maximum hit point total is gained as temporary hit points, which continues to accumulate as long as Daylight remains active.
 If you drop to 0 hit points, and are not dead, you still go unconscious, but you automatically succeed at the beginning of your turn death saving throws, and receive advantage on any other death saving throws you might suffer while unconscious. As soon as you are stable, you wake up at 1 hit point and begin to regenerate again.
 If the regeneration would bring you above your maximum hit point total, any excess is turned into temporary hit points.

Morning Glory

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