Green Lantern class

by LegendarySenna

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Green Lantern Class

The Green Lantern class is a wielder of the power of the Green Lantern Corps, bestowed upon them by the ancient Guardians of the Universe. They are protectors of their sector of space and defenders of peace and justice.

Class Features

As a Green Lantern, you gain the following class features:

  • Hit Points

    • Hit Dice: 1d8 per Green Lantern level
    • Hit Points at 1st Level: 8 + your Constitution modifier
    • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Green Lantern level after 1st
  • Proficiencies

    • Armor: Light armor
    • Weapons: Simple weapons
    • Tools: None
    • Saving Throws: Wisdom, Charisma
    • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, and Survival
  • Equipment

    • You start with the following equipment, in addition to the equipment granted by your background:
      • (a) a simple weapon or (b) a light crossbow and 20 bolts
      • (a) a component pouch or (b) an arcane focus
      • (a) explorer's pack or (b) scholar's pack
  • Lantern Ring: At 1st level, you gain a Lantern Ring, the source of your power. The Lantern Ring functions as an arcane focus for your spells and abilities. You also gain proficiency in Charisma saving throws.

  • Construct Creation: At 2nd level, you gain the ability to create constructs using your Lantern Ring. As an action, you can create a construct that lasts for 1 hour or until dismissed. The construct obeys your commands and acts on your turn in combat. The construct's statistics are detailed in the Green Lantern class features.

  • Green Energy Constructs: Starting at 3rd level, you can use your Lantern Ring to create various constructs out of green energy. You gain a number of construct options, detailed in the Green Lantern class features. You learn additional constructs as you gain levels in this class.

  • Ability Score Improvement: 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: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Energy Manipulation: At 6th level, you gain the ability to manipulate energy using your Lantern Ring. You can cast the eldritch blast cantrip as a ranged spell attack using your Charisma modifier for the attack roll. The damage increases as you gain levels in this class.

  • Aura of Protection: At 10th level, you emanate an aura of protection, extending 10 feet from you. You and friendly creatures within this aura gain a bonus to saving throws equal to your Charisma modifier (minimum of +1).

  • Master of Will: Starting at 14th level, you have advantage on saving throws against being charmed or frightened, and you can't be paralyzed while conscious.

  • Master of Light: At 18th level, you have mastered the manipulation of light and energy. You gain resistance to radiant damage, and you can cast daylight once per day without expending a spell slot.

  • Green Lantern Corps: Upon reaching 20th level, you have achieved the pinnacle of your power as a Green Lantern. Your Lantern Ring now functions as a legendary magic item, granting you access to new abilities and powers. You also gain the ability to communicate telepathically with other Green Lanterns and members of the Green Lantern Corps.

Construct Options

  • Energy Sword: A blade of green energy that you can wield as a melee weapon. It deals slashing damage and may have additional effects based on your level and abilities.

  • Energy Shield: A protective barrier of green energy that you can summon to block attacks. It provides a bonus to your Armor Class and may have additional defensive properties.

  • Energy Whip: A flexible lash of green energy that you can use to strike enemies from a distance. It has reach and may have additional effects such as pulling or restraining targets.

  • Energy Hammer: A heavy hammer of green energy that you can use to deliver powerful blows. It deals bludgeoning damage and may have the ability to knock back or stun enemies.

  • Energy Bow: A bow made of green energy that you can use to launch energy arrows at your enemies. It has a ranged attack and may have additional effects such as piercing or exploding on impact.

  • Energy Cannon: A large cannon of green energy that you can use to unleash devastating blasts. It deals heavy damage in a cone or line and may have additional effects such as knockback or area of effect damage.

  • Energy Wall: A solid wall of green energy that you can summon to block passage or protect allies. It provides cover and may have additional defensive properties such as reflecting projectiles or damaging enemies that pass through.

  • Energy Platform: A stable platform of green energy that you can create to elevate yourself or allies. It can provide elevation advantage and may have additional effects such as granting temporary hit points or boosting movement speed.

 

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