Warrior of Light

by AileTheAlien

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Warrior of Light

A DnD 5E Class

by Aile the Alien

Light, dark, color, shadow - these are not just visual effects of sunlight, but tools that can be used to vanquish foes. The Warrior of Light is a fighter that has trained with clerics, wizards, or just meditated and prayed to their gods, to gain the power of light to cleanse the world of darkness.

Class Features

Hit dice: 1d10

Proficiencies

  • Armor: light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving throws: Dexterity, Wisdom
  • Skills: three from acrobatics, sleight of hand, arcana, history, nature, religion, insight, perception, persuasion

At third level, you gain a luminous magical item and limited spellcasting ability. (Spell slots for cantrips is SC, slots for level 1 spells is S1, etc.) Your Radiant Regalia will be your primary tool in combat. It takes 25 GP of materials and 6d6 days to craft and attune to it. Note you must donate one tenth of your income and one twentieth of your time each year to charity, to keep balance in the universe!

Light Spells

Spellcasting uses your wisdom ability modifier, and you gain spell slots as in the table. You are just as unrestrained as light and shadow - you may cast spells without material components, do not need to prepare them beforehand, and may cast any spell from the table at your level. Your spellcasting focus is your radiant regalis which much be equipped and readied before you can cast a spell.

Spell Level Available Spells
Cantrip Dancing Lights, Light, Viceous Mockery
1 Color Spray, Faerie Fire, Feather Fall, Floating Disk, Hideous Laughter, Jump, Longstrider
2 Calm Emotions, Darkness, Levitate, Spider Climb
3 Fly, Hypnotic Pattern, Water Walk
6 Sunbeam
8 Sunburst
Level PB SC S1 S2 S3 S6 S8
1 +2 - - - - - -
2 +2 - - - - - -
3 +2 1 - - - - -
4 +2 1 - - - - -
5 +3 1 - - - - -
6 +3 2 - - - - -
7 +3 2 - - - - -
8 +3 2 - - - - -
9 +4 3 1 - - - -
10 +4 3 1 - - 1 -
11 +4 3 1 - - 1 -
12 +4 3 1 - - 1 -
13 +5 3 1 - - 2 -
14 +5 3 1 - - 2 -
15 +5 4 2 1 - 2 -
16 +5 4 2 1 - 3 1
17 +6 4 2 1 - 3 1
18 +6 5 3 2 1 3 1
19 +6 5 3 2 1 4 2
20 +6 5 3 2 1 4 2

Radiant Regalia

These items are the pinnacle of versatile weapons and armor. Their brilliance may be lit, dulled, extinguished, or its color changed as a free action on your turn. (In their extinguished form, they are their most compact, but cannot be used.)

Blazing Baton

At first this looks like a handle from an incomplete weapon, but when activated a shining rod extends from it. It deals 1d6 radiant damage, weighs half a pound, and may be wielded two-handed for 1d8 damage. When dulled, the weapon deals blunt damage. It also has a chance to stun the target. A 2 on a rolled d20 incapacitates the creature for one round; A roll of 1 stuns them for two rounds.

Bright Buckler

Your shield is a tiny buckler strapped to your hand, with a disk of light and force at its circumference. The disk of light may be resized and shaped so it is a buckler, a small shield, or a large tower shield. It weighs 1 pound - gives 1 AC as a buckler, 2 AC as a small shield, and 3 AC (but -10% to movement speed) as a tower shield.

It shines brightly to 5 feet and dimly for another 10 if it is a buckler; As a small shield it is 20/20, and as a tower shield 40/40. When dulled it appears as shifting smoke, and you get +1 to stealth if you hide behind it and it is a tower shield.

Brilliant Bow

Your weapon looks like a faintly glowing shortbow. (Dim light to 5 feet.) It weighs 2 pounds, deals 1d8 damage, and has range 200/800. The arrows glow brightly to 5 feet and dimly for another 10 for 1 minute. (The arrows disappear after that time.) Any creature hit by an arrow who is in darkness such as a cave or night cannot benefit from being invisible, and attacks against that creature have advantage if the attacker can see the arrow, until the creature removes the arrow or the arrow expires. The damage is radiant, or piercing if dulled.

Courageous Cape

This cloak is somewhat difficult to focus on - in daylight it looks like a bright white cape, and in darkness like a smoky grey oilskin. It gives +1 to AC, ability checks, and saves, and can shine brightly or have its radiance snuffed out. When lit it shines brightly to 30 feet and dimly for another 30, and when dim its shimmering vagueness gives attackers disadvantage to hit you as long as you are not incapacitated, restrained, and have not already been hit this turn.

Glistening Glaive

Your glaive looks like a strange quarterstaff made of lightweight materials - bone, wood, leather, etc - with a blunt metal spike at the end, from which extends a blade of light and force.

It weighs 3 pounds, and is a finesse weapon that deals 1d6 damage when wielded one-handed. (It can be thrown to 20/60 feet.) When wielded two-handed, the blade extends (1d8 damage) and it gives you another 5 feet of reach. If dulled the blade looks like chalk, and the damage is slashing; If the blade is shining (brightly to 15 feet, and dimly for another 15) its damage is radiant.

Shimmering Shirt

This looks like any other fine silk shirt, except the colors are difficult to look at - like smoke or spider-webs in moonlight. Its appearance is deceiving - it's just as armored as any adventurer might wear. (It gives 12 + DEX, the same as studded leather, but weighs only half a pound.) When lit, it shines brightly to 35 feet and dimly for another 35, and when dulled it gives +2 to stealth.

Lustrous Lash

Your whip looks like someone stopped after the handle. When extended, it looks like the long end is made of dull grey leather, with a shining lash at the end. It weighs 1 pound, and deals 1d4 damage. If the lash is dulled, the damage is slashing and if lit, radiant. It is a finesse weapon, gives you an extra 5 feet of reach, and may be used to grapple an enemy. While grappled you lose use of your whip, but may attempt to knock them prone at which point you have your whip back. If the lash is lit, grappling and knocking prone deal half damage, and if dulled those deal no damage.

 

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