Lightcaller
A high elf fitted in flowing golden
robes approaches a pack of goblins,
passing a small glowing orb between
his fingers. The goblins fast approaching,
he dismisses the orb, sending six neon red beams into the skull of the goblin chieftain.
In a sweeping downward motion, a
sunburnt orc brings down a steaming green comet on a battalion of city guards, leading his war band into the core
of the town overtop the devastation.
Tearing its way through the curtains, a glowing construct crawls through the closed window, to the horror of the soldiers inside.
Lightcallers are conduits of the light that surrounds all things, bending it to their will on and off of the battlefield. Though many of their methods vary, all Lightcallers share in their respect for the light and the absence of it as a force of nature, in the same way that a druid might respect the hurricane.
Chromatic Sorcery
In settings that contain the Lightcaller, the light that bathes the worlds of D&D is a force of the arcane in the same way that one may consider holy water to be a force of the divine. Lightcallers distill, bend, and solidify the primordial energies of this light to generate their own power in the form of elemental and illusionary spells for use throughout their careers. To the Lightcallers, the light contains everything one could need, even beyond the battlefield.
Lightcallers excel in using their pure, destructive power to level powerful foes and large groups of enemies, using the versatility in their Hardlight Beam, their Arcane Prism, and their Spellcasting to take control of any situation. While Lightcallers may not have the resources to keep a power position throughout particularly long battles, their incandescence in the early throws of a battle can be counted on.
Raise or Raze
Becoming a Lightcaller is a very purposeful act, often done under the assumption that it will provide the strength to defend a home or destroy an adversary. Many Lightcallers have the same motivations as any other given adventurer, but through a series of events that many would consider fortunate, they take up the mantle of a Lightcaller.
That said, becoming a Lightcaller often does not actually provide enough strength alone to complete the goals mentioned. This, in turn, causes many Lightcallers to
become adventurers in search of ways to magnify
the Light that they carry so that they may finally
complete their tasks.
The Lightcaller
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Light | Light Cap |
|---|---|---|---|---|---|---|
| 1st | +2 | Light, Hardlight Beam, Luminescent Arcana | 1 | 2 | 4 | 2 |
| 2nd | +2 | Overchannel, Arcane Prism | 1 | 3 | 6 | 2 |
| 3rd | +2 | Lightcaller Tradition | 1 | 4 | 8 | 2 |
| 4th | +2 | Ability Score Increase | 1 | 5 | 9 | 2 |
| 5th | +3 | Extra Attack | 1 | 6 | 17 | 3 |
| 6th | +3 | Iridescent Regeneration | 1 | 7 | 18 | 3 |
| 7th | +3 | Lightcaller Tradition Feature | 1 | 8 | 21 | 3 |
| 8th | +3 | Ability Score Increase | 1 | 9 | 22 | 3 |
| 9th | +4 | ─ | 1 | 10 | 32 | 5 |
| 10th | +4 | Lightcaller Tradition Feature | 2 | 10 | 33 | 5 |
| 11th | +4 | Prismatic Flux | 2 | 11 | 38 | 5 |
| 12th | +4 | Ability Score Increase | 2 | 11 | 39 | 5 |
| 13th | +5 | ─ | 2 | 12 | 45 | 6 |
| 14th | +5 | Well of Light (5th level) | 2 | 12 | 46 | 6 |
| 15th | +5 | Beam Lord | 3 | 13 | 52 | 6 |
| 16th | +5 | Ability Score Increase | 3 | 13 | 53 | 6 |
| 17th | +6 | Well of Light (6th level) | 3 | 14 | 66 | 7 |
| 18th | +6 | Lightcaller Tradition Feature | 3 | 14 | 67 | 7 |
| 19th | +6 | Ability Score Increase | 3 | 15 | 74 | 7 |
| 20th | +6 | Hardlight Master, Well of Light (7th level) | 3 | 15 | 76 | 7 |
Creating a Lightcaller
When creating a Lightcaller, consider how your character was endowed with these abilities. What happened to cause you to begin wielding light to your advantage? Did an accident happen, killing a loved one but instilling you with a new-found control over these powers? Or did you attain these abilities through intense training? Communicate with your DM on the exact details of your background.
Quick Build
You can make a lightcaller quickly following these suggestions. First, make Charisma your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background.
Ugh, Charisma Again?
Changing the spellcasting ability of this class to Intelligence or Wisdom doesn't really break anything, so feel free to ask your DM for a change if you are getting tired of playing charismatic characters!
Hit Points
- Hit Dice: 1d8 per Lightcaller level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per lightcaller level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Deception, Intimidation, Investigation, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- (a) a component pouch or (b) an arcane focus
- (a) an explorer's pack or (b) a dungeoneer's pack
- leather armor
Light
You have mastered control over the magic that ebbs and flows through all light, providing you with the ability to cast spells in ways that are not often seen. See Chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the Lightcaller spell list
Cantrips
You know one cantrip of your choice from the Lightcaller spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Lightcaller table.
Light Points
The Lightcaller table shows how many light points you have to cast your spells of 1st level and higher. To cast a spell of 1st level or higher, you must expend a number of light points listed on the table below. You regain all expended spell points when you finish a long rest.
For example, if you know the 1st-level spell burning hands and you have 3 light points remaining, you can expend 2 light points to cast it at 1st-level or you can expend 3 light points to cast it at 2nd level.
| Spell Level | Light Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Light Cap
There is a limit to the number of light points you can spend to cast spells or use class features each turn. This limit is based on your Lightcaller level, as shown in the Light Cap column of the Lightcaller table. For example, as a 1st-level Lightcaller, you can spend no more than 2 light points per turn, regardless of how many light points you have.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Lightcaller spell list.
The Spells Known column of the Lightcaller table shows when you learn more Lightcaller spells of your choice. Each of these spells must be of a level for which you can cast while remaining within the limits of your Light Cap. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Lightcaller spells you know and replace it with another spell from the Lightcaller spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Lightcaller spells, due to the use of your force of will to control the light around you. You use your Charisma modifier whenever a spell refers to your spellcasting ability . In addition, you use your chosen spellcasting ability modifier when setting the saving throw DC for a Lightcaller spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Lightcaller spells.
Hardlight Beam
Beginning at 1st level, you can condense the weave flowing within the light around you, lashing out with a beam of multicolored light.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your spellcasting ability modifier to its attack and damage rolls. Its damage is your choice of acid, cold, fire, lightning, or poison, and its damage die is 1d8. You choose the damage type of your Hardlight Beam upon completing a short or long rest.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
If you can see a target using a mirror, you can make this attack as if you were standing in the palce of the nearest mirror to them, so long as the mirror is within 60 feet of you.
Luminescent Arcana
Beginning at 1st level, your spells pass through translucent surfaces as if they did not exist. Your Lightcaller spells and features ignore cover composed of non-magical translucent materials.
Overchannel
Starting at 2nd level, when you hit a creature with your Hardlight beam, you can expend one light point to deal extra damage to the target, in addition to the Beam's damage. The extra damage is 1d8 for 1 light point, plus 1d8 for each additional light point expended, to a maximum of 6d8 and its type is the same as the damage type of the attack. You may only use this feature once per turn. You cannot use this feature if you have used Divine Smite or Eldritch Smite on this turn, and vice versa.
Arcane Prism
Starting at 2nd level, your exploits have provided you with furthur control over your Hardlight Beam. You gain two of the following Prism options of your choice. These options do not count against your spells known. When you learn a new spell, you can choose to instead gain an Arcane Prism option of your choice.
Additionally, when you gain a new level in this class, you can choose to swap an Arcane Prism option for a different Arcane Prism option or a spell, though the ones that do not count against your spells known can only be traded for other arcane prism options..
Banish (5th Level Required)
When you hit a creature with an attack using your Hardlight Beam, you can expend 3 light points to force the creature to make a Charisma saving throw. On a failed save, the creature is banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Blind (5th Level Required)
When you hit a creature with an attack using your Hardlight Beam, you can spend 3 light points to force the target to make a Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn.
Detonate
When you hit a creature with an attack using your Hardlight Beam, you can expend 1 or more light points to force all creatures of your choice within 10 feet of the target to make a Dexterity saving throw. On a failed save, a creature takes 1d4 damage of the same type as your Hardlight Beam for each light point expended.
Disrupt
When you hit a creature with an attack using your Hardlight Beam that is concentrating on a spell, you can expend 3 light points to impose disadvantage on the save to maintain concentration.
Enfeeble
When you hit a creature with your Hardlight Beam, you can expend 2 light points to force the creature to make a Constitution saving throw. On a failed save, the damage dealt by its weapon attacks is halved until the start of your next turn.
Extend
When you make an attack with your Hardlight Beam, you can spend 1 light point to double the range of the attack.
Flay
When you hit a creature with an attack using your Hardlight Beam, you can expend 1 light point to suppress the benefits of any resistances the target has until the end of your next turn.
Frighten
When you hit a creature with an attack using your Hardlight Beam, you can expend 2 light points to force the creature to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute or until you lose concentration (as if concentrating on a spell). The creature can make a Wisdom saving throw at the end of each of its turn, ending the spell on a successful spell.
Overpower
When you hit a creature with an attack using your Hardlight Beam, you can expend 1 light point to force the creature to make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you and knocked prone.
Prime
When you hit a creature with an attack using your Hardlight Beam, you can expend 1 light point to give advantage on the next attack made against the target by a creature other than yourself.
Reflect
If you make an attack roll for your Hardlight Beam and miss, you can expend 1 light point to reroll the d20. You must use the new roll. Light points spent on this Arcane Prism option do not count against your per turn Light Cap, but you may only use this option once per turn.
Scatter
When you hit a creature with an attack using your Hardlight Beam, you can expend up to 3 light points to make an attack against a number of creatures within 30 feet of the original target equal to the light points expended. On a hit, the target takes 1d8 damage of the same type as your Hardlight Beam.
Sicken
When you hit a creature with an attack using your Hardlight Beam, you can spend 1 light point to force the target to make a Constitutuion saving throw. On a failed save, the creature is poisoned until the end of your next turn.
Stagger (9th Level Required)
When you hit a creature with an attack using your Hardlight Beam, you can expend 5 light points to force the target to make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.
Stun (9th Level Required)
When you hit a creature with an attack using your Hardlight Beam, you can expend 4 light points to force the target to make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.
Lightcaller Tradition
When you reach 3rd level, you choose a tradition that encapsulates your attunemnt to the light. The details on the specific traditions are at the end of this document.
Your choice grants you features at 3rd level and again at 7th, 10th, and 18th level.
Attunement Spells
Each Lightcaller tradition has a list of additional spells that you automatically learn at denoted levels. The spells count as Lightcaller spells for you, but do not count against the number of Lightcaller spells you know.
Hardlight Projection
Your tradition allows you to create projections of pure light. What you can do with this projection will be listed under the Hardlight Projection portion of your chosen subclass.
You can use your Hardlight Projection a number of times equal to half of your proficiency bonus (rounded down). You regain all expended uses upon completing a short or long rest.
Some Hardlight Projection effects may require saving throws. When you use such an effect from this class, the DC equals your Lightcaller spell save DC.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iridescent Regeneration
At 6th level, you regain a number of expended light points equal to half of your level in this class (rounded up) when you finish a short rest.
Prismatic Flux
At 11th level, Light flows through you like water through a faucet. At the start of your turn you gain 1 free light point. This light point cannot be used to cast a spell. If you have not spent this light point at the end of your turn, it is lost.
Well of Light
Starting at 14th level, the boundless light within you begins to manifest as spells that are much stronger than you could normally generate. You gain one 5th-level spell slot, which can be used to cast your Lightcaller spells. This spell slot cannot, however, be used to fuel Overchannel, Divine Smite, Eldritch Smite, or similar features.
At higher levels, you gain additional spell slots: one 6th level spell slot at 17th level, and one 7th level spell slot at 20th level. You regain all expended spell slots when you finish a long rest.
Beam Lord
Starting at 15th level, you gain the ability to edit your Hardlight Beam in the midst of battle. As a bonus action on your turn, you can expend 1 light point to change the damage type of your Hardlight Beam.
Hardlight Absorber
At 20th level, your attunement to light is unmatched. You gain the following benefts:
- You gain immunity to radiant damage
- You gain advantage on saving throws against effects that deal the damage of your Hardlight Beam and effects that blind you.
- When you pass a save against an effect that would deal radiant damage, deal the damage of your Hardlight Beam or blind you, you regain hitpoints equal to the spell's level.
Lightcaller Traditions
The way a Lightcaller controls the light around them decides what tradition a Lightcaller practices. Many traditions are defined by what a Lightcaller chooses to create with their Hardlight Projection, though some may fall out of this tendency.
Enlightened Stargazer
Enlightened Stargazers use their unique relationship with the lights of stars and space to call down devastation from above. These stargazers tend to function as a sort of artillery for those that they work with.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Comet: As an action, you can cause a ball of light to eject itself from your palm toward a point you can see within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 of the damage type of your Hardlight Beam on a failed save, or half as much on a successful one. The sphere of damage spreads around corners.
The damage of this feature increases by 1d6 when you reach 5th level (4d6), 9th level (5d6), 13th level (6d6), and 17th level (7d6).
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Enlightened Stargazer Spells
| Lightcaller Level | Spells |
|---|---|
| 3rd | Faerie Fire |
| 5th | Moonbeam |
| 9th | Melf's Minute Meteors |
| 13th | Sickening Radiance |
| 17th | Cone of Cold |
Starstruck
Beginning at 3rd level, you can make attack rolls with your Lightcaller features and spells as if they had come from 10 feet above the target, ignoring cover between yourself and the target.
When you attack from above using your Hardlight Beam, creatures within 5 feet of the target (excluding the target) must make a Dexterity saving throw or take radiant damage equal to your Charisma modifier.
Evaporating Intensity
At 7th level, when a creature fails its save against your Hardlight Comet, you can use your reaction to expend a 2 or more light points. The creature that failed its save takes additional radiant damage equal to 1d8 plus an additional 1d8 for each light point expended beyond 2..
Additionally, your Starstruck feature affects creatures within 10 feet, and the radius of your Hardlight Comet becomes 15 feet.
Neutron Star
Starting at 10th level, your Hardlight Comet emits blinding light as it crashes into the ground. Hostile creatures that are within 15 feet of the detonation and can see the detonation of your Hardlight Comet must make a Constitution saving throw, becoming blinded until the end of their next turn on a failed save.
Primordial Soup
Beginning at 18th level, the area targeted by your Hardlight Comet becomes difficult terrain for a number of rounds equal to your Charisma modifier.
Additionally, the radius of your Hardlight Comet becomes 20 feet.
Lightsmith
Lightsmiths primarly fight in melee combat, using the light around them and their Hardlight Projections to give them the edge against foes that other Lightcallers would stay far away from. Lightsmiths often consider the creation of weapons to be more of an art form than a means to defend oneself.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Weapon: As a bonus action, you can create a melee weapon of pure light. You choose how this melee weapon looks each time you create it. It counts as a simple weapon with which you are proficient. It deals 2d6 damage of the same type of damage as your Hardlight Beam on a hit, adds your choice of Strength, Dexterity, or Charisma modifier to its attack and damage rolls, and has the light property.
If the weapon leaves your hand, it dissipates at the end of the turn. Therafter, while the projection persists, you can use a bonus action to cause the weapon to reappear in your hand.
If you already have a magical weapon in your hand when you create the weapon, the created weapon takes on the properties of the magic weapon in your hands and the magic weapon is dismissed to a pocket dimension until the projection ends.
If you have this weapon in one hand and nothing in the other, you gain a +1 bonus to your AC.
You can apply your Arcane Prism options and use Overchannel on attacks using this weapon. This weapon has a range of 5 feet for the purposes of Arcane Prism.
This projection ends after 1 minute, if you dismiss the projection (no action required), or if you die.
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Lightsmith Spells
| Lightcaller Level | Spells |
|---|---|
| 3rd | Searing Smite |
| 5th | Blur |
| 9th | Blinding Smite |
| 13th | Fire Shield |
| 17th | Holy Weapon |
Martial Beacon
Beginning at 3rd level, you attain the training required to fend for yourself in melee combat. You gain proficiency with medium armor, shields, and martial weapons.
Shielding Radiance
At 7th level, when you use your Overchannel feature, you gain resistance to the damage done by your Hardlight Beam or Hardlight Weapon on the Overchannelled attack until the beginning of your next turn.
Briliant Retort
Beginning at 10th level, when you are hit by an attack, you can expend 1 light point to make an attack against the triggering creature as a reaction. Addtionally, the damage of your Hardight Weapon becomes 3d6.
Combat Light
Starting at 18th level, when you use your action to cast a spell, you can make one attack with your Hardlight Weapon or Hardlight Beam as a bonus action. You cannot apply Overchannel to this attack. Additionally, the damage of your Hardlight Weapon becomes 4d6.
Nullrover
Nullrovers, unlike their other Lightcaller counterparts, use the absence of light in combat, rather than the creation of it. Due to this Nullrovers tend to have a different relationship with the light than other Lightcallers, and often to not get along with said Lightcallers.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Vortex: As an action, you create a 5-foot-diameter sphere of absolute darkness in an unoccupied space wtihin range. For the duration of the projection, any space within 20 feet of the vortex is considered difficult terrain, nonmagical lights are snuffed, bright light becomes dim light, and dim light becomes darkness.
A creature that starts its turn within 20 feet of the sphere must make a Strength saving throw or be pulled 10 feet toward the center of the vortex. The vortex lasts one minute or until you lose concentration (as if concentrating on a
spell).
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Nullrover Spells
| Lightcaller Level | Spells |
|---|---|
| 3rd | Magnify Gravity |
| 5th | Darkness |
| 9th | Hunger of Hadar |
| 13th | Gravity Sinkhole |
| 17th | Enervation |
Entropic Light
Beginning at 3rd level, you now can choose necrotic damage for the damage of your Hardlight Beam upon completing a short or long rest. In addition, when a spell that you cast or an attack you make would normally do radiant damage, it deals necrotic damage instead.
Event Horizon
At 7th level, when a creature fails the save against your Hardlight Vortex, you can use your reaction to expend one or more light points. The creature that failed the save takes necrotic damage equal to 1d6 for each light points expended. Light points expended in this way do not count against your per turn limit.
Additionally, when you create your Hardlight Vortex, you can now choose a number of creatures equal to your spellcasting modifier to be immune for the duration of the projection.
Hungering Dark
Starting at 10th level, when you deal necrotic damage using a spell of 1st level or higher, your Event Horizon feature, or your Overchannel feature, you regain hitpoints equal to the number of light points expended. Additionally, you ignore resistance to necrotic damage.
Lasting Abyss
Beginning at 18th level, your Hardlight Vortex no longer requires concentration, though you can still only have one active at a time. In addition, when you roll necrotic damage for a spell you cast, your Event Horizon feature, or your Hardilght Beam feature, you can treat any 1 on a damage die as a 2.
Polychrome Sentinel
Polychrome Sentinels use their attunement to the light around them to generate barriers to protect themselves and allies. Often, Polychrome Sentinels tend to stay deeper in the fray to assure that should an ally need help, they are already on standby.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Bastion: As an action, you project a dome of light. The dome is centered on you, has a 10-foot radius, and is filled with dim light. The dome lasts for 1 minute or until you are incapacitated or die. The dome has a number of hitpoints equal to 5 times your level. When a friendly creature within the dome takes damage, the dome takes that damage instead.
If the damage taken by the dome exceeds its remaining hitpoints, the remaining damage is taken by the target of the damage. If more than one target takes damage at the same time and it causes the dome to disperse, that damage is added up and divided equally among all creature within the dome. If there is any damage remaining that can not be divided evenly, it is taken by either you, or a willing creature of your choice.
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Polychrome Sentinel Spells
| Lightcaller Level | Spells |
|---|---|
| 3rd | Shield of Faith |
| 5th | Warding Wind |
| 9th | Spirit Guardians |
| 13th | Otiluke's Resilient Sphere |
| 17th | Wall of Force |
Gleaming Protection
Beginning at 3rd level, your defensive capabilities are augmented by the light around you. You can cast mage armor on yourself without expending a spell slot once per long rest.
Additionally, you gain proficiency with shields.
Bolstered Constitution
At 7th level, you hit point maximum increases by 7, and it increases by an additional 1 point for every additional level you take in this class.
Empowered Ward
Starting at 10th level, when a creature within your Hardlight Bastion takes damage, you can use your reaction to expend 2 or more light points and reduce the damage taken by a number of d8s the light points expended minus 1.
Additionally, your Hardlight Bastion gains additional number of hitpoints equal to two times your Charisma modifier.
Primordial Bulwark
Beginning at 18th level, creatures within your Hardlight Bastion gain resistance to the damage type of your Hardlight Beam.
Additionally, the radius of your Hardlight Bastion becomes 20 feet.
Projectionist
Projectionists create creatures of light to protect themselves on the battlefield and support their allies in ways that the Lightcaller themselevs cannot. Projetionists are often too physically weak to take the beating that their constructs oten to, and as such stay far away from even the lightest melee confrontations.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Construct: As a bonus action, you can create a Hardlight Construct in a space within 30 feet of you. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Hardlight Construct stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the construct can take any action of its choice, not just dodge.
While the Hardlight Construct is still standing, you can make attacks with your Hardlight Beam as if you were standing in place of the construct. In addition to this, you can apply your Arcane Prism options to the construct's. The construct's attacks have a range of 5 feet for the purposes of Arcane Prism. When you deal damage with your Hardlight Construct, the damage dealt is the same type as your Hardlight Beam.
The construct lasts for one hour, unless you dismiss it (no action reaquired), use this feature again or die.
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Projectionist Spells
| Lightcaller Level | Spells |
|---|---|
| 3rd | Unseen Servant |
| 5th | Flaming Sphere |
| 9th | Summon Shadowspawn |
| 13th | Mordenkainen's Faithful Hound |
| 17th | Conjure Elemental |
Variant Spell List:
The spell list here, while fitting for the class overall, might not be the best for someone looking to play more of a summoner. If you intend to play a summoner, feel free to swap any of these spells for more of the Summon spells from Tasha's Cauldron of Everything,.
Addtional Hardlight Projection
Beginning at 3rd level, you gain an additional use of Hardlight Projection between rests.
Overcharged Construct
At 7th level, you gain the ability to overcharge the attacks of your constructs, in the same way you do with your own Hardlight Beam. When your construct makes an attack, you can expend a spell slot to apply your Overchannel feature to the attack.
You cannot do this if you have already used your Overchannel feature on this turn, and vice versa.
Complete Control
Starting at 10th level, you can use your action or your bonus action to control your Hardlight Construct, instead of just your bonus action. When you use your action to control the construct, it can attack twice, instead of once, when it uses the attack action. You cannot use your action to control the construct on the same turn that you use your bonus action.
For the purposes of Arcane Prism, this counts as using your action to make a Hardlight Beam attack.
Staying Power
Beginning at 18th level, any creature that you summon or create with a spell or your Hardlight Projection feature has a number of temporary hitpoints equal to your level.
In addition to this, your Hardlight Construct no longer disappears after 1 hour, though it still disappears under the other conditions listed.
Hardlight Construct
Medium construct, neutral
- Armor Class 11+PB (natural armor)
- Hit Points 2 + your Charisma modifier + your Lightcaller level (the construct has a number of Hit Dice [d4s] equal to your maximum light points)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 4 (-3)
- Saving Throws Dex +2 plus PB, Cha -2 plus PB
- Skills Acrobatics +2 plus PB, Athletics +2 plus PB
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Amorphous. The construct can move through a space as narrow as 1 inch wide without squeezing.
Illumination. The construct sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Lively. When the construct is subjected to an effect that allows it to make a Constitution saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Actions
Hardlight Strike. Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 1d12 + PB acid, cold, fire, lightning, or poison damage
Toxote
Toxotes generate light-based artillery to dominate the battlefied, as opposed to create something to hide behind like their Projectionist counterparts. Toxotes are often powerful and knowledgable commanders, leading the charge while their Hardlight Ballistae provide support from the backlines.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Ballista: As a bonus action, you can magically create a Small Hardlight Ballista in an unoccupied space within 15 feet of you. You can have only one ballista at a time and you can't create one while your ballista is present.
The ballista is a magical object. It has an AC of 12 + your proficiency bonus and a number of hitpoints equal to half of your Lightcaller level (rounded up) + your proficiency bonus + your Charisma modifier. It is immune to poison damage and psychic damage. If forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). It disappears if it is reduced to 0 hitpoints or after 1 minute. You can dismiss it early as a bonus action.
When you create the ballista, you determine its appearance. You also decide which damage type, among the options listed, that it deals. Each damage type has an additional effect listed on the Hardlight Ballista table, though this effect can only be triggered once per turn. On each of your turns, you can take a bonus action to make a ranged spell attack originating from the ballista at one creature or object within 60 feet of it, so long as you are within 60 feet of the ballista. On a hit, the target takes 1d8 damage of the chosen type, in addition to the effects corresponding to the damage type. As part of the same bonus action, you can direct the ballista to teleport to an unoccupied space within 15 feet of it that you can see.
You can apply Overchannel and your Arcane Prism options to attacks made with your Hardlight Ballista, though the normal restrictions still apply. When you later gain access to the Beam Lord feature, you can use it to change the damage type of your Hardlight Ballista.
Hardlight Ballista
| Damage Type | Additional Effect |
|---|---|
| Acid | The next attack against the target adds an additional 1d4 to the attack roll. |
| Cold | The target's speed is reduced by 10 feet until the start of your next turn. |
| Fire | The target takes additional damage equal to your proficiency bonus from the attack. |
| Lightning | The target can't take reactions until the start of its next turn. |
| Poison | The target has disadvantage on their next attack before the start of your next turn. |
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Toxote Spells
| Lightcaller Level | Spells |
|---|---|
| 3rd | Tasha's Caustic Brew |
| 5th | Aganazzar's Scorcher |
| 9th | Pulse Wave |
| 13th | Vitriolic Sphere |
| 17th | Wall of Light |
Hardlight Generator
Beginning at 3rd level, you can expend 2 light points in place of expending a use of your Hardlight Projection a number of times equal to half your proficiency bonus (rounded up). You regain expended uses of this feature upon completing a short rest.
Radiant Ballistician
At 7th level, you can replace one or both of the attacks granted to you by your Extra Attack feature with attacks using your Hardlight Ballista, though you still must use your bonus action to move the ballista.
Complementary Colors
Starting at 10th level, you gain access to additional damage types, listed below in the Additional Types table. In addition, the range of your Hardlight Ballista becomes 90 feet.
Additional Types
| Damage Type | Additional Effect |
|---|---|
| Force | The target must make a Dexterity saving throw or fall prone. |
| Necrotic | The target cannot regain hitpoints until the start of your next turn. |
| Psychic | The target subtracts 1d4 from its next saving throw. |
| Radiant | The target gains no benefit from half cover or three-quarters cover from this attack. |
| Thunder | The target is pushed 10 feet away from the Hardlight Ballista |
Enlightened Artillerist
Beginning at 18th level, your Hardlight Generator feature no longer requires spell slots to use. Additionally, your Hardlight Ballista now has a range of 120 feet, it can activated from up to 120 feet away, and when it teleports, it can teleport to a location up to 30 feet away, as opposed to 15 feet.
Cantrips (0 Level)
- Acid Splash
- Create Bonfire
- Dancing Lights
- Light
- Mage Hand
- Minor Illusion
- Poison Spray
- Prestidigitation
- Sacred Flame
- Thunderclap
- True Strike
1st Level
- Alarm
- Burning Hands
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Evil and Good
- Detect Magic
- Disguise Self
- Distort Value
- Faerie Fire
- Fog Cloud
- Frost Fingers
- Illusory Script
- Silent Image
- Tasha's Caustic Brew
- Thunderwave
2nd Level
- Aganazzar's Scorcher
- Blur
- Continual Flame
- Darkness
- Dragon's Breath
- Enthrall
- Flame Blade
- Flaming Sphere
- Invisibility
- Locate Animals or Plants
- Locate Object
- Mirror Image
- Moonbeam
- Nystul's Magic Aura
- See Invisibility
- Shadow Blade
- Shatter
3rd Level
- Blink
- Crusader's Mantle
- Daylight
- Elemental Weapon
- Fireball
- Hypnotic Pattern
- Lightning Bolt
- Major Image
- Melf's Minute Meteors
- Nondetection
- Phantom Steed
- Spirit Guardians
4th Level
- Arcane Eye
- Elemental Bane
- Faithful Hound
- Fire Shield
- Greater Invisibility
- Guardian of Faith
- Hallucinatory Terrain
- Shadow of Moil
- Vitriolic Sphere
5th Level
- Bigby's Hand
- Cone of Cold
- Dawn
- Destructive Wave
- Flame Strike
- Holy Weapon
- Immolation
- Mislead
- Seeming
6th Level
- Chain Lightning
- Disintegrate
- Investiture of Flame
- Investiture of Ice
- Otiluke's Freezing Sphere
- Programmed Illusion
- Sunbeam
- True Seeing
7th Level
- Crown of Stars
- Delayed Blast Fireball
- Etherealness
- Fire Storm
- Mirage Arcane
- Prismatic Spray
- Project Image
Feat: Hardlight Adept
Prerequisite: Lightcaller
You further hone your abilities to control light, gaining the following benefits:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on attack rolls with your Hardlight Beam.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make a Hardlight Beam attack against the creature, rather than making an opportunity attack.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here's what you need to know if you choose the Lightcaller as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a lightcaller
Proficiencies Gained. If Lightcaller isn't your initial class, here are the proficiencies you gain when you take your first level in Lightcaller: light armor, simple weapons.
Light. If you are using the spell point variant rule for any given class, add your light and your spell points together.
The Lightcaller & Magic Items
In my own games, I notice that its sort of a pain to use magic items while playing homebrew classes, because often magic items that fit the class that is being played cannot be used by said class due to attunement restrictions. If you find that you have the same problem, feel free to allow players to attune to magic items that deal acid, cold, fire, lightning, poison, and radiant damage.
Magic Items
While there are a lot of magic items in the DMG and other source books that players of the Lightcaller may enjoy using, those magic items often have attunement requirements that disinclude the Lightcaller (for obvious reasons). These magic items are meant to not only pad out the roster of available magic items for the Lightcaller, but to also give Lightcaller players something unique to them, though they aren't great substitutes for other magic items, as they are all high rarity.
Hardlight Armor
Armor (any light armor), very rare (requires attunement by a lightcaller)
Suits of Hardlight Armor are Hardlight Projections of a long lost Lightcaller Tradition that have become perminant.
While wearing this armor, you gian the following benefits:
- You gain a +1 bonus to AC
- You can choose to move through non-magical translucent materials as if they were not there.
- You can add your spellcasting modifier to your AC in place of your Dexterity modifier.
- You gain resistance to necrotic and radiant damage.
Hardlight Bolt
Weapon (javelin), legendary (requires attunement by a lightcaller of the enlightened stargazer tradition)
The Hardlight Bolt is the weapon of an Enlightened Stargazer known to throw his Hardlight Beams in the form of lightning bolts.
While holding this javelin, you gain the following benefits:
- You can a +3 bonus to attack and damage rolls made with this weapon.
- You can use your spellcasting modifier instead of Strength for attack and damage rolls made with this weapon.
- You can apply your Lightcaller features to attacks made with this weapon as if it were a Hardlight Beam.
- After making an attack with this weapon, it immediately returns to your hand.
- When a creature fails the save for your Stargazer feature activated by an attack made with this weapon, they take additional damage equal to your proficiency bonus.
- You can target any place within throwing range of your javelin when you use your Hardlight Comet feature.
- You gain one additional use of your Hardlight Projection feature.
Shield of the Hardlight Saint
Armor (shield), legendary (requires attunement by a lightcaller)
The Shield of the Hardlight Saint is a tool that was once used by a particularly notable Polychrome Sentinel who's name has since been lost to time.
While holding this shield, you gain the following benefits:
- You gain proficiency with shields
- You gain a +2 bonus to AC.
- You gain resistance to necrotic damage.
- You gain one additional use of your Hardlight Projection feature.
If you have the Polychrome Sentinel Tradition, you additionally gain the following benefits:
- Your Hardlight Bastion becomes opaque
- When a hostile creature enters your Hardlight Bastion or starts its turn there, it must make a DC 19 Constitution saving throw or become blinded until the start of its next turn.
Staff of Light
Staff, very rare (requires attunement by a cleric, lightcaller, sorcerer, or wizard)
You have resistance to radiant damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: daylight (3 charges), guiding bolt (1 charge), sickening radiance (4 charges), or wall of light (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff fades into shadow and is destroyed.
Multicolor Prism
Wondrous item (prism), rare (requires attunement by a lightcaller)
The prism fits in the palm of the hand and shows different colors on each face of the time. The prism counts as a spellcasting focus for you. When you use this prism as a spellcasting focus for a spell that deals acid, cold, fire, lightning, poison, or radiant damage of 3rd level or lower, you can choose to have the spell deal the damage of your Hardlight Beam instead.
Additionally, your light point maximum increases by a number of points equal to your proficiency bonus.
Changelog
Lightcaller V1 -> V2
- Fixed wording on Luminescent Arcana that allowed players to attack through Wall of Force
- Beam Lord nerfed
- Projectionist Tradition added
- Class formatted into GMBinder
Lightcaller V2 -> V3
- Hardlight Beam damage type is now chosen on a short or long rest, as suggested by /u/TheDeckOfEnbyThings
- All Hardlight Beam damage types added to the damage types for Colorize
- Beam Lord reworked and moved to 15th level
- Light Perpetuation nerfed and moved to 6th level
- Hardlight Construct now uses the same damage type as Hardlight Beam
- Toxote Tradition added
- Nullrover Tradition added
- Neatened the wording for Refract
- Fixed Accelerate wording error
- Fixed some spelling errors
Lightcaller V3 -> V4
- Light Perpetuation replaced with Blinding Radiance
- Reformatted subclasses into alphabetical order
- Lightsmith and Toxote art removed
- Hardlight Powercell buffed
- Hardlight Weapon reworked
- Polychrome Sentinel and Enlightened Stargazer added to the main document
- Magic Items section added
- Hardlight Adept Feat added to the main document
Lightcaller V4 -> V5
- Spellcasting feature reworked into Light feature
- Too many features to be worth listing have been changed with the change from spell slots to spell points.
- Light feature moved to 1st level
- Overchannel now costs light points
- Arcane Prism options cut and changed
- Iridescent Regeneration increased from 4 points to half of your level (rounded up) and moved to 6th level
- Chromatomancer cut from class
Art Credits
Here is the wonderful art used in this class, along with the top notch watercolor stains:
- Reflector Mage MtG Art from Oath of the Gatewatch by Willian Murai
- All is Dust MTG Art by Dominik Mayer
- Quandrix MtG Art from Strixhaven owned by Wizards of the Coast
- Quandrix Command MtG Art from Strixhaven by Viktor Titov
- Quandrix Cultivator MtG Art from Strixhaven by Filip Burburan
- Negate MtG Art by Magali Villeneuve
- Snapcaster Mage MtG Art by Ryan Alexander Lee
- Omnath, Locus of Creation MtG Art by Randy Vargas
- Teyo, The Shieldmage MtG Art by Magali Villeneuve
- galaxy vortex space 4k ultra hd wallpaper owned by Wallppapers Collection: https://adwallpapers.xyz/70640-galaxy-vortex-space-4k-ultra-hd-wallpaper.html
- Full Page Watercolor Stains by /u/flamableconcrete: https://www.gmbinder.com/share/-L4Yt8ZSxmhwqt--yNRT
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