Radiance

by Matheus95

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Otherwordly Patrons


The Thrine

The Thrine

All worlds must come to an end. It may be an human's folly, an ancient being's awakening, a nearby star's end... Whether the cause is an elder god from beyond the veil, or the will of the gods themselves, civilizations are destroyed, war forgotten, the world a blank slate anew, ready to be carved with different stories.

All but one.

Divining the near end of the nearby Sun's life, the gods of Boreys decided that abandoning their children was the only way; thus, they set up a spell, a ritual sacrifice of all their believers, in order to grasp the last Spark of the dying sun. They would then flee the decaying world, so that they could start life anew on another planet.

Three desperate mortals, in order to prevent the end of their own world, dared to oppose the gods' machinations, so it could continue to prosper. Together, they reversed the ritual on the gods themselves; their eternal power and the star's last Spark where mixed, and ultimately stolen by the three. Even now, the Spark shine endlessly, fueling what is left of their homes, forever; they cast a whole pantheon in oblivion, so their people could forever bathe in light.

The Sunthief, the mad king, grasped the Spark when the world neared its end, losing its mind so its power could be shared.

The Stillness, the forgotten seer, gave its body, so it could cradle and protect the Spark.

The Cold, the queen of autumn, gave her soul, so the Spark could feed on the very power that heralded the end.

Together they reign in their eternal world, overlooking all universes, their gods long dead.

So that more can be freed.

Advice on using these patrons

The Sunthief


The most daring thief

In life, the being now known as Sunthief was nothing more than a scoundrel. Having received no blessing from the gods, he was unable to use any kind of magic; a "vacuous", as his kin was named. Slower, weaker then his peers, he was graced with great intellect and dexterity. Once he discovered the thrill of taking other's property, he nearly lost his mind and life in always more daring heists.

Ultimately, after even stealing the crown from an unsuspecting king's head, during a banquet, he was discovered and caught by a powerful diviner. Little time did he pass in jail, though, as the very same seer came back to him, offering something he valued more than freedom. A last heist, the greatest, against the gods themselves.

While his daring nature never changed, he soon found more meaning in this mission, than in his chaotic ways. Ultimately, he accepted the burden of the power he stole, ascending (or descending) to its current state.

The Sunthief as a patron

The Sunthief gave in to madness, sacrificing his freedom to save his world. While he may come off as brutal and unstable toward its contractor, it'll always strive for (what it perceives as) the good of said contractor's world. The Sunthief is prone to appearing in an illusory, projected form visible only to the contractor in order to communicate with it. It'll frequently give it tasks to complete, but seldom they will make sense.

Losing the Sunthief's protection is an hard task, as it'll terminate the contract only if the contractor actively tries to have its world end. But it won't directly mention that, preferring to watch its protegee lose his mind trying to make sense of its cryptic requests.

A dangerous blessing

Your toils drew the attention of an ancient being, born and forgotten ages past.

In his hubris, it dared to steal the gods' light to have its world survive demise; along its peers, he sacrificed a part of itself to wield the gods' Spark, ensuring the world continuation.

He now watches all universes from his throne, maddened by the effort, trying to similarly change the fate of other declining worlds.

No light can flee his eyes, no being can flee his grasp: it stole their hearts from gods' themselves.

Its protection, while sometimes fickle and ruled by its chaotic moods, will be a shade foiling the gods' eyes, until its protegee will be ready to, once more, stop the end.

Once the Sunthief's eyes rest on its oracle, his destiny is fixed; he'll die stealing the light, or prevent the end foreseen.

Expanded spell list

The Sunthief grants a speck of the light it wields to whoever it protects, allowing its subject to learn the following spells:

Spell level Spell
1 Guiding Bolt, Faerie Fire
2 Shackling shine*, Moonbeam
3 Daylight, Lightning Bolt[R]
4 Mantle of light*, Evard's Black Tentacles[R]
5 Dawn, Circle of power

Note: spells with * are detailed at the end of the document; spell with [R] deal Radiant damage instead of their normal damage type.


Oracle of the Sunthief

Starting at 1st level, the warlock learns the Glimmer* cantrip, which counts as a warlock cantrip for him and doesn't count against his number of cantrips known.

The warlock becomes immune to blindness; he still becomes blind if all his sight related sensory organs are physically removed or damaged.


Blinding radiance

Starting at 1st level, the warlock can empower his spells with the light of the Spark. Any time he deals radiant damage to one or more creatures, or they enter an area of magical light created by the warlock, he can have one of the targets roll a constitution saving throw (DC is equal to the spell save DC of the warlock). If the target fails its saving throw, it becomes blinded until the end of its next turn.

After the warlock summons the light of the Spark a number of times equal to his charisma, he must perform a long rest before being able to summon it again.

Lightseer

Starting at 6th level, the warlock gains resistance to Radiant and Necrotic damage.

Also, his eyes become attuned to colors no mortal was ever allowed to see; as a bonus action, the warlock can gain blindsight to a range of 60 ft for a minute. He can use this power once per short rest.

While viewing the world through this distorted, kaleidoscopic light, the warlock has disadvantage on all ability checks except perception checks.


Kleptomania

Starting at 10th level, the warlock is invested with a part of the Sunthief's greed. When using the Glimmer* cantrip, he can do so as a bonus action.

Once per short rest as a reaction, when the warlock is hit by a weapon attack or spell attack, he can try try to steal its source. The target must roll a Dexterity saving throw against the warlock's spell save DC, or have his weapon stolen; in case of a spell attack, the caster's focus or component pouch are targeted instead. After the attack is resolved, the item appears in the warlock's hands.


Call the Spark

Starting at 14th level, the Sunthief shows its utmost support to his oracle's cause. As an action, the warlock summons a speck of blinding light: an area of 60 feet radius centered on the warlock immediately becomes heavily obscured by the excessive radiance for 1 minute. All creatures inside take 8d6 radiant damage, as the power attempts to disintegrate all matter (a Wisdom save with DC equal to the warlock's spell DC halves the damage). Finally, the area functionally becomes an antimagic field obstructing exclusively divine magic for the duration. The damage is not repeated; also, not the warlock nor his allies are spared from the effects of the spark. Only the warlock, through his Lightseer ability, is able to see through the heavy obscuration.

Once he calls the Spark, the warlock can't summon it again until he finishes a long rest. Using this feature may expose the waloc's patron nature to the world's gods.

New spells


Glimmer

Evocation Cantrip


  • Casting time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 minute

Choose a light source of size small or lower in range (a chandelier, a lantern), and apply to it any combination of effects from the following list:

  • Double or halve the light's intensity and radius
  • Snuff out the light (if used on the light produced by a fire, the fire isn't extinguished)
  • Change the light's shape (from a circle, cone or line to a circle, cone or line of the same extension) or color

This cantrip may only target non magical light sources.

From 5th level, this spell can affect medium sized light sources (a bonfire). From 11th level, this spell can affect large sized light sources (a pyre, a lighthouse's reflector).


Mantle of light

4th level Evocation


  • Casting time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Concentration, up to 1 minute

Blinding light surrounds the caster's body until the spell ends, causing him to become heavily obscured to others. The light surrounds the caster in a 20 ft aura of radiance.

The light that surrounds the caster counts as direct sunlight. In addition, whenever a creature within 10 feet of you hits you with an attack, the light burns that creature, dealing it 2d8 radiant damage.


Shackling Shine

2nd level Evocation


  • Casting time: 1 minute
  • Range: 5 feet
  • Components: S V M (Three glass shards)
  • Duration: 8 hours, 10 minutes once triggered

The caster plants up to three glass shards during this spells casting time, chanting a slow tune. He may move freely during the chant.

When a creature comes within 10 feet of one of the fragments, a shining chain is projected toward the target's limbs. It must take a Dexterity saving throw; on a failure, it takes 2d6 radiant damage ans cannot move further than 10 feet from the shard until the end of the duration. Each round, as an action, it may attempt a Strength saving throw to free himself.

If multiple shackles target the same creature, it must roll each saving throw separately, and try to free itself from the shackles one by one.

New invocations


Forceful steal

Prerequisite: 15th level, Sunthief patron
As an action, the warlock may attempt to steal any non magical item he can hold and lift with a single hand, as long as he can see it and it is up to 120 feet away. He rolls a Sleight of hand check against the target's passive Perception; on a success, the item appears in his hand. If the target is aware of what the warlock is attempting, the roll is made with disadvantage.

Disruptive frequency

Prerequisite: 7th level, Sunthief patron
The warlock comprehends more deeply the power of the spark, becoming able to employ it to emit dissonant noises and vibrations of any frequencies. Any time the warlock uses its "Blinding radiance" feature, if the target fails its saving throw it also has disadvantage on all Perception ability checks for the duration.

Also, when using its "Blinding radiance" feature, the warlock may make it instead have the effect of Faerie Fire.

 

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