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Codex of Radiance
\pagebreak #### Holy Brand *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round ___ You speak a line of holy words as a spear of radiant light appears in your hand. Make a ranged spell attack against a target within range. On a hit, the target takes 1d6 radiant damage. the target of the attack sheds dim light in a 5 foot radius and the affected creature can't benefit from being invisible for the duration. ###### The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). **Classes**: Cleric ###### **Subclasses**: Divine Soul Sorcerer^XGE^, Celestial Warlock^XGE^ #### Divine Flare *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (10 foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You channel the radiant divinity within your realm. A blast of radiant light expels from you and threatens all creatures within 10 feet of you. Each creature in the area must make a Constitution saving throw. On a failed safe, creatures take 2d6 radiant damage and become blinded until the end of your next turn. On a successful save, the creatures takes half damage, and are not blinded. ###### **At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. **Classes**: Cleric, Paladin ###### **Subclasses**: Divine Soul Sorcerer^XGE^, Celestial Warlock^XGE^ #### Radiant Conflagration *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self (5 foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You become a vessel from a fragment of divinity as divine light radiates from within you as you shed bright light in a 15 foot radius. Until the spell ends, any attack you make deals 1d6 radiant damage when you hit a creature. ###### As a bonus action on your turn when you hit a creature with an attack you can end the spell and deal an additional 2d8 radiant damage as you deliver a burst of radiance. ###### **At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and 1d8 respectively for every two slot levels above 2nd. **Classes**: Cleric, Paladin ###### **Subclasses**: Divine Soul Sorcerer^XGE^, Celestial Warlock^XGE^ \columnbreak #### Sunstrike *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 turn ___ A concentrated sphere of sunlight appears 10 feet above a creature within range of a point you choose. The sphere sheds bright light for 60 feet and dim light for an additional 30 feet. The light remains there until the end of your next turn. This light is sunlight. A blade of sunlight falls upon the creature within the point you choose. That creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 radiant damage and is blinded until the end of their next turn. On a successful save it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this save. ###### **At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for each slot above 3rd. **Classes**: Cleric, Paladin ###### **Subclasses**: Divine Soul Sorcerer^XGE^, Celestial Warlock^XGE^ #### Holy Cage *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (an consecrated amulet worth 50 gold) - **Duration:** Concentration, up to 1 minutes ___ A cage of radiant light entraps a creature you can see within range. The target must succeed a Dexterity saving throw. On a failed save save, the creature is restrained and it takes 4d8 radiant damage. A creature trapped in the cage takes 4d8 radiant damage at the end of each of its turn, and it can make a Charisma saving throw to attempt to leave the cage. On a success the creature leaves the cage and the spell ends. Undead and fiends have disadvantage on the charisma save to leave the cage. ###### **At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. **Classes**: Cleric, Paladin ###### **Subclasses**: Divine Soul Sorcerer^XGE^, Celestial Warlock^XGE^ >*We pursue the likeness of the Gods, with their intent we can guide our path and find the true good in all things. Lets not forget that there are those who would tempt us in an attempt to cause us to fall. Remember, we are but their instruments through which they deliver their will upon mortals. Be not afraid of the light...* > >###### -Father Orghazt, Archbishop of the White Gold Spires \pagebreak #### Hallowed Rain *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (holy water or powdered silver and iron worth 50 gp, which the spell consumes) - **Duration:** Concentration, up to 1 minute ___ A rain cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. Soothing rain falls from the clouds above creating a temporary hallowed area. Creatures you designate within the rain can't be charmed, frightened, or possessed by aberrations, celestials, elementals, fey, fiends, or undead. If the targets are already charmed, frightened, or possessed by such a creature, the targets have advantage on any new saving throw against the relevant effect. Additionally, creatures of those types have disadvantage on attack rolls against the targets. ###### **Classes**: Cleric, Druid, Paladin, Warlock, Wizard ###### **Subclasses**: Divine Soul Sorcerer^XGE^ #### Divine Mantle *6th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (Vestments worth 500 gp) - **Duration:** Concentration, up to 10 minute ___ You are suffused with the divinity of the realm. You gain the following benefits until the spell ends: - You have advantage on all Wisdom (Insight) checks. - You have advantage on Wisdom and Charisma saving throws. - You gain a +2 bonus to AC. Additionally as a bonus action you can impart this bonus to another creature within 60 feet. On subsequent turns you can designated another creature to gain this bonus (only one creature can benefit from this bonus at a time). - When you cast this spell, and as a bonus action there after, you can split some of the divine magic within it and give a creature within 60 feet of you temporary hit points equal to 2d8 + you spellcasting modifier. ###### **Classes**: Cleric ###### **Subclasses**: Divine Soul Sorcerer^XGE^ #### Angelic Transformation *7th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a holy bowl filled with water worth 500 gp) - **Duration:** Concentration, up to 1 minute ___ You channel the celestial judgment of the seraphim as their divine ardor fills you with their magic. You gain the following benefits until the spell ends. - **Wings**. Angelic wings sprout from your back, giving you a flying speed of 60 feet. - **Truesight**. You have truesight with a range of 30 feet. Within the range you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - **Angelic Blast**. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can send out a mote of radiance at a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 6d8 radiant damage. ###### **Classes**: Cleric ###### **Subclasses**: Divine Soul Sorcerer^XGE^ #### Celestial Judgment *8th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a gilded gabble) - **Duration:** Instantaneous ___ You attempt to send one creature that you can see within range to face a celestial judge. The target must succeed on a Charisma saving throw or face judgment. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. As it returns it takes 8d8 radiant damage. If the target is undead or a fiend it takes 10d8 radiant damage instead. Additionally, the creature suffers from the effects of forced planar travel as it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Undead and fiends are instead paralyzed. ###### **Classes**: Cleric ###### **Subclasses**: Divine Soul Sorcerer^XGE^ , Celestial Warlock^XGE^ #### Sun's Wrath *9th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V, S, M (a sunstone worth 1000 gp) - **Duration:** Instantaneous ___ You call down the power of the sun as you coalesce its radiance into five different pillars of divine light. Each creature in a 40 foot radius, 40 foot high cylinder centered on five points you choose must make a Dexterity saving throw. A creature takes 10d10 radiant damage and 10d10 force damage on a failed save. The target is turned to ash if this damage leaves it with 0 hit points. They otherwise are blinded for 10 minutes. On a successful save, the target takes half as much damage. At the end of each of its turns, an affected creature can make a Constitution saving throw to end the blindness. A creature in the area of more than one pillar is affected only once. This spell disintegrates nonmagical objects caught in its radius. ###### **Classes**: Cleric ###### **Subclasses**: Divine Soul Sorcerer^XGE^ \pagebreak #### Consecrated Weapon *Weapon, Rare (requires attunement*) ###### You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d6 radiant damage. you also gain a +1 bonus to saving throws caused by fiend or undead. **Banishment**. When you hit a creature with this weapon, you can force them to make a DC 16 Charisma saving throw or they are banished as if the banishment spell had been casted on them. Once you use this ability you can't do so again until the next dawn. #### Amulet of Positive Energy *Wondrous item, Rare (requires attunement by a cleric of paladin)* ###### This amulet bears a symbol of the upper planes. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet you gain a new way of using your channel divinity: You let out a wave of positive energy in a 30 foot radius centered on you. Healing creatures of your choice within the radius an amount of hit points equal to a number of 1d6 equal to half your cleric or paladin level. Alternatively you may harm fiends and undead within the area for the same amount of radiant damage. They can make a Wisdom saving throw to take half the damage. #### Amulet of Negative Energy *Wondrous item, Rare (requires attunement by a cleric of paladin)* ###### This amulet bears a symbol of the lower planes. While you wear the unholy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet you gain a new way of using your channel divinity: You let out a wave of negative energy in a 30 foot radius centered on you. Creatures of your choice within the radius take an amount of necrotic damage equal to a number of 1d6 equal to half your cleric or paladin level. They can make a Wisdom saving throw to take half as much damage. Undead creatures within the radius of the negative energy heal instead of taking any damage.
> ##### Artist Credit > [MTG. Celestial Judgment by Alexander Mokhov](https://www.artstation.com/artwork/xYAQgE) Like what you see? ###### More ArgenisDBarrios content can be found in my [Patreon](https://www.patreon.com/ArgenisBarrios "title")! Including my Blood Doctor class available to all tiers, and free subclasses, magic items, and more character options. ###### Thank you for any support! \columnbreak #### Flask of Sun Blessed Light *Potion, uncommon* ###### The flask's amber liquid glimmers when agitated. ###### You regain 2d4+2 hit points when you drink this flask. Additionally as an action, you can throw this flask up to 30 feet, shattering it on impact. Make a ranged attack against a creature, treating the flask as a ranged weapon. On a hit, the target takes 1d4+1 radiant damage. #### Lightborne *Staff, weapon, Legendary (requires attunement by a cleric)* This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls. ###### The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. ###### **Angelic Strike**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 radiant damage to the target. ###### **Spells**. While holding this staff, 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 and spell attack bonus: Hollowed Rain (5 charges), Sunstrike (5th level version 5 charges), Holy Cage (4 charges), Mass Healing Word (3 charges), Bless (1 charge), Spiritual Weapon (1 charge). ###### **Fiend Slayer**. While you wield this staff you are aware of any Demon or Devil within 60 feet of you. You have advantage on Intimidation checks made against creatures of those types. Additionally, once per dawn you can brand a demon or a fiend with a divine mark when you affected with one of your spells. You know the location of that creature as long as they remain within the same plane of existence. The brand ends early if the creature dies or it dispels the magic brand. **Sentience**. Lightborne is a sentient lawful good weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common & Celestial, and can communicate with its wielder telepathically. Its voice is soothing and calming While you are attuned to it, Lightborne also understands every language you know ###### **Personality**. Lightborne speaks with a relaxed tone at a slow pace of delivery. The staff's purpose is to slay demons and devils, it holds a deep content for them and wishes to see them all be eradicated. Should a wielder of Lightborne willingly spare or help a creature of those types Lightborne ends the attunement immediately and the attuned creature is forced to make a Wisdom saving throw or suffer 8d8 radiant damage. Or half as much on a success. ###### Lightborne desires to see evil beings be dealt with, it encourages it's wielder to deliver judgment upon those it deems to be deserving of it. Should the wielder stray from dealing with those Lightborne deems corrupt or evil a conflict between it and its wielder the next dusk.