Dawnrite

Sleep through the night and the dawn offers you three boons — one each from Production, Exploration and Combat. Keep one; it empowers you until the next dawn. Thirty boons, three schools, three rarities. No items, no blocks: just one choice every morning.

# Dawnrite
A dawn rite.

Dawnrite adds exactly one thing to Minecraft: a choice at dawn.

Every time you sleep through the night and the sun comes up, three boons are laid in front of you — one from Production , one from Exploration and one from Combat . You may keep a single one of them. It empowers you until the next dawn. Then it is gone, and the next dawn offers three new ones.

There are no items to craft, no blocks to place and no mobs to summon. Dawnrite is a pure gameplay system built on vanilla attributes and status effects, so it sits cleanly alongside anything else you have installed.

## The rite
- Sleep all the way to morning. Sleeping to dawn is what triggers the offer — dozing off and waking again in the night does not count.
- Three cards, one from each school. The three are drawn independently, so every morning mixes a different combination of Production, Exploration and Combat.
- Keep one, or keep none. Click a card to claim it; press Esc to refuse the whole offer. Refusing always costs you nothing but the boon.
- It lasts until the next dawn. The effect is held for a single day of play. When the next dawn breaks, the old boon is revoked first and the new offer is drawn, so power never stacks across days.
- It survives the usual upheavals. The boon is stored on the player and re-applied after logging back in, dying and respawning, or changing dimension.
## The three schools
Each school draws from its own pool of ten boons, so a Production card is never a combat buff in disguise.

Production — the spoils of labour. Mining speed, luck, trade, armour, health, regeneration, and the small comforts that make a workday shorter.

Exploration — the wide world. Movement, jumping, falling, swimming, climbing and sneaking. Everything that makes distance stop being an obstacle.

Combat — the red work. Damage, attack speed, knockback, armour toughness, absorption and sweeping. Everything that shortens a fight.

## Rarity
Every card is drawn with a rarity that decides both how likely it is and how richly it is framed on the table:

- Common — 60%. Solid, dependable, everyday power.
- Rare — 30%. A clear step up.
- Prismatic — 10%. The jackpot. Only the two strongest boons in each school carry this tier.
## The table
The offer is presented like an augment draft: a dark, arcane table under a dim overlay, three cards fanned across it. Each card wears its rarity as a coloured frame, tags its school, and carries a hand-painted illustration of the boon — with the vanilla item it is built from worn as a small reliquary badge in the corner.

Rest the pointer on a card and it lifts, and a line of half-forgotten lore appears beneath the row. Rules text and lore are laid out from measured text, so nothing overlaps and nothing spills past the frame no matter how long the wording runs.

## All thirty boons
Production

- Miner's Fury — +30% mining speed and Haste I.
- Prospector's Fortune — +3 Luck and Luck I — the good stuff finds you.
- Iron Stomach — You are never hungry; saturation never drains.
- Haggler — Hero of the Village I — villagers offer better prices.
- Stonehide — +4 Armor.
- Heavy Grip — +60% knockback resistance.
- Sure Footing — +4 safe fall distance.
- Titan's Back — +8 max health.
- Enduring Vigor — Regeneration I.
- Smelter's Breath — Fire resistance, and burns end far sooner.
Exploration

- Windstep — +25% movement speed.
- Featherfall — Slow falling, and halved fall damage.
- Night Owl — Night vision, always.
- Sprinter — Speed II.
- Leaper — +30% jump strength and Jump Boost I.
- Deep Lungs — Water breathing; you never drown.
- Tidecaller — Dolphin's Grace; water no longer slows you.
- Mountaineer — Step up full blocks without jumping.
- Ghost Step — +60% sneaking speed.
- Trailblazer — +15% movement speed, and soul sand or honey never slows you.
Combat

- Berserker — +25% attack damage and Strength I.
- Duelist — +40% attack speed.
- Bulwark — +4 armor toughness.
- Juggernaut — Resist knockback and explosions.
- Blood Ward — Absorption III — six golden hearts over your own.
- Iron Skin — Resistance I.
- Skull Crusher — +0.8 attack knockback.
- Whirlwind — Sweeps strike nearby foes for 60% of your damage.
- Giant's Blood — Health Boost III, six extra hearts.
- Long Reach — +2 block and entity interaction range.
## Requirements
- Minecraft: 26.2 or 26.3
- NeoForge: 26.2.0.90 for 26.2 / 26.3.0.76 for 26.3, or newer for the matching version
- Java: 25
- Note: 26.1.2 and older are not supported.
## Notes
- Both sides needed. The server decides the draw and grants the boon; the picker is drawn client-side. Install Dawnrite on the client and the server for it to work.
- Vanilla mechanics only. Every boon is expressed as an attribute modifier or a status effect, so it interacts with the rest of the game exactly like a vanilla potion or piece of gear.
- Nothing to configure. No config file and no items in your inventory. (An operator-only`/dawnrite` command exists purely for testing boons.)

Dawnrite Team

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