Pelor's Pile Driver

Weapon (lance) Very rare (Requires atunement)

This weapon appears to glow as it strikes its targets, purifying their evil energies. You must attune to this weapon to use it, and can attune to it by completing a 30 minute ceremony in the sunlight. Once attuned, you gain profficiency with this weapon. While attuned, you gain a +2 to attack and damage rolls made with this weapon. When you deal damage to a creature with this weapon, you can chose to make the damage radiant damage instead of piercing. Undead creatures, aberations, and fiends hit with this weapon take 1d6 extra radiant damage. All creatures take an additional 1d6 radiant damage if the Pile Driver is exposed to sunlight.

Purifying light

Once per long rest, you can thrust Pelor's Pile Driver into the ground and speak it's command word as an action. When you do so, the lance glows brightly and creates a circle of hyper radiant energy that cleanses evil. The circle has a diamiter of 30 feet. All creatures within the circle (except yourself) must make a constitution save of DC 17. Creatures take 2d8 radiant damage on a failed save, and half as much on a success. Creatures who start their turn inside the circle or enter the circle during their turn (except yourself) must repeat the save. Undead, abberations, and fiends have disadvantage on the save, and take 1d6 extra radiant damage from this ability. The damage increases to 4d8 while Pelor's Pile Driver is exposed to sunlight. The circle persists for up to one minute, and you can end the effect early by pulling the Pile Driver out of the ground as a bonus action.

Sunglasses

If a creature is currently wearing sun glasses, they take 1 less damage from "Purifying light" and/or any attacks made with this weapon.

Credit: orig09.deviantart.net

Selûne's Moonbeam

Weapon (Spear) Very rare (Requires atunement)

This weapon appears to glow as it strikes its targets, purifying their evil energies. You must attune to this weapon to use it, and can attune to it by completing a 30 minute ceremony in the moonlight. Once attuned, you gain profficiency with this weapon. While attuned, you gain a +2 to attack and damage rolls made with this weapon. When you deal damage to a creature with this weapon, you can chose to make the damage radiant damage instead of piercing. Undead creatures, aberations, and fiends hit with this weapon take 1d6 extra radiant damage. All creatures take an additional 1d6 radiant damage if the Lunar Ray is exposed to moonlight. The Lunar Ray deals no extra damage if exposed to sunlight or bright light, as it is too bright for the spear to handle.

Beams of Rage

Once per long rest, you can throw Selûne's Moonbeam to a point within the spear's throwing range and speak it's command word as an action. When you do so, the spear casts Moonbeam at second level on top of itself, and ignores the 40 foot high ceiling requirement. You do not take damage when passing through this Moonbeam. Undead, abberations, and fiends have disadvantage on the save, and take 1d6 extra radiant damage from this ability. The damage of Moonbeam increases to 4d10 while Selûne's Moonbeam is exposed to moonlight. As an action on each turn you maintain concentration, you can call Selûne's Moonbeam back to your hand and throw it again, moving the moonbeam to the new location. Beams of Rage deals no extra damage if exposed to sunlight or bright light, as it is too bright for the spear to handle. The moonbeam persists for its normal 1 minute duration or untill you end the spell early by breaking concentration.

Unlike the Pile Driver, sunglasses do not cause creatures to take 1 less damage from the Selûne's Moonbeam.

Credit: Kotobukiya