Bright Lord (5e Class)
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Two massive armies are interlocked in a combat stalemate down a straight, unwavering line. Suddenly, a feeling of light fills the air as a tall, armoured figure slowly approaches the very centre of the battle. The towering figure stares down the opposing force for a brief moment as the vermin cower behind a wall shields. With one swing of a great weapon, the enemy line cracks as bodies are thrown here and there while a black whirlwind of metal decimates the enemy. Noticing that the line has been penetrated, the great warrior ceases the attack and calls the army at her back to charge. And so they flood the opening of the enemy lines as the towering figure slowly withdraws.
A man in a mask and hood trots his high steed through town with a small host of rugged warriors at his side. The masked man continues on his casual meandering. A crying child now stands in his way. He approaches slowly. He unhorses, lays his hand on the child's head and looks him in the eye. Suddenly, the child begins to grin. His eyes squint. Under the mask... he smiles.
An armoured or upon a flaming throne leans her head upon her hand. She lives alone in this Bright, Radiant palace. She closes her eyes for a moment. One moment of peace. The door on the other side of her grand throne room opens to reveal a piercing Darkness. A small group of misfits has come to disturb her in her moment of serenity. The one in the centre brandishing a sinister blade, wearing a flowing red cape, spouts nonsense that echoes through her sacred hall. She shuts her eyes in annoyance. She has stolen another moment of peace for herself. When she opens her eyes, she towers over the fools and notices that she wields a great sword in hand and a bow across her back. She spreads her wings in excitement.
These are Bright-lords. They are not lords of land or people necessarily. They do however have power. light power. They are often seen as the arch nemesis of the Dark Lord, the typical fantasy warrior-Villain. They bring a combination of calm but short-tempered fighting rage as well a certain amount of magic abilities they use to often annoy and destroy their opposition before, during and after the battlefield.
Being of Pure light
They say it's the quiet ones you should watch out for. This statement is truest for a Bright lord. They say few words because their energies are concentrated on suppressing the fire and the light within giving them a very calm demeanour... until provoked. The simple act of walking through a crowd makes the Bright-lord's presence known through the Positive energies that pulse from his very being. You embrace the hold that good has over you and in return, it awards you with innate abilities made to create and spread light.
During times of youth, you may have shown prodigious skills in your studies or athletics or were simply a very well liked young one around the area. But after time or simply one event, you are lost in the Light. In that light, you learn to master the good within. Though you may not have been of noble descent, as the title suggests, you are indeed a person with great power over something. That something is good incarnate... Light and Love tightly wound within your being.
Authority and Poise
A Bright lord does not have very much patience for the mundane. Even combat training has seemed to be slightly rushed. They are able to use the most devastating weapons and the most adamant armour, shunning the use of anything less than the best. They are lords, first, and warriors, second. Their energies are used most to scheme and direct and only use what they will need. A Bright-lord will take what is useful and leave the rest which often leads to the neglect of stronger uses, this is most evident in magical pursuits.
You can make a Bright lord quickly by following these suggestions. First, Wisdom should be your highest ability score followed by Strength and then closely followed by Charisma. Second, choose the Noble background from the Player's Handbook.
Creating a Bright Lord
Before you make a Bright lord, know that the class is very dependent on a good slant. Bright lords are people who are wholly good or at least wholly influenced by it. Perhaps you have always been Good and have a love for all things. Maybe you were evil for a while and have been completely turned to the Good you have so long fought, exposing yourself. Perhaps you seek to save everything, believing that you are the only one capable or simply because you are selfless. Maybe you wish for Creation, believing that everything has to mean and that the true state of things is perfect or... maybe because it's just fun. And why not? Besides, with all these "Villains" running about, they will need an interesting Hero to foil them and for them to face.
As a Bright Lord you gain the following class features.
- Hit Points
Armor: Medium,Heavy, and Shields
Weapons: Simple and Martial melee weapons
Tools: Vehicles (Land)
Saving Throws: Strength, Wisdom
Skills: Intimidation and choose one from the following: Arcana, Athletics, Insight, Perception, Religion, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A one-handed weapon and a shield or (b) A two-handed weapon
- (a) Hide Armor or (b) Chainmail
- Diplomat's Pack and 5d4 x 10 gp
|Light Points||Features||—Spell Slots per Spell Level—|
|1st||+2||-||Power of Light, Fighting Style||—||—||—||—|
|3rd||+2||7 + Wisdom modifier||Lord's Dominion, Bright, Innate Spellcasting||2||—||—||—|
|4th||+2||9 + Wisdom modifier||Ability Score Improvement||3||—||—||—|
|5th||+3||12 + Wisdom modifier||Extra Attack, Radiant Strike, Light Blows(1d6)||3||—||—||—|
|6th||+3||15 + Wisdom modifier||Saved servant||3||—||—||—|
|7th||+3||18 + Wisdom modifier||Dominion Feature||4||2||—||—|
|8th||+3||21 + Wisdom modifier||Ability Score Improvement||4||2||—||—|
|9th||+4||24 + Wisdom modifier||Unwavering||4||2||—||—|
|10th||+4||27 + Wisdom modifier||Light Blows(1d8)||4||3||—||—|
|11th||+4||30 + Wisdom modifier||Dominion Feature||4||3||—||—|
|12th||+4||33 + Wisdom modifier||Ability Score Improvement||4||3||—||—|
|13th||+5||36 + Wisdom modifier||Benevolent Presence||4||3||2||—|
|14th||+5||39 + Wisdom modifier||Dominion Feature||4||3||2||—|
|15th||+5||42 + Wisdom modifier||Light Blows(1d10)||4||3||2||—|
|16th||+5||45 + Wisdom modifier||Ability Score Improvement||4||3||3||—|
|17th||+6||48 + Wisdom modifier||Dominion Feature||4||3||3||—|
|18th||+6||50 + Wisdom modifier||Life Tap||4||3||3||—|
|19th||+6||55 + Wisdom modifier||Ability Score Improvement, Light Blows(1d12)||4||3||3||1|
|20th||+6||60 + Wisdom modifier||Dominion Feature||4||3||3||1|
Power of light
- You will learn innate magical abilities as you progress as a Bright-lord as well as learn spells from a power-based school of magic.
- Spell save DC = 8 + proficiency bonus + Wisdom modifier
- Spell attack modifier = proficiency bonus + Wisdom modifier
- At first level, you learn three cantrips from the Cleric spell list. When you use your action to cast a cantrip you may make one melee attack as a bonus action.
- You adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Defense: While wearing armour, you gain a +1 to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Brutal: With every hit of a weapon you are wielding with two hands, you can choose to subject a tiny-medium sized opponent to make a Strength save where the DC is 8 + proficiency bonus + your Strength modifier. Upon a failed save, the creature is knocked 5 ft away from you.
- Stylish: When you attack with your weapon you tend to show off. When you take the Attack action on your turn, as a bonus action, you may subject a creature within 30 feet of you to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you.
- Starting at 2nd level, you channel your divine energy through your weapon. Attacks from the weapon deal additional 1d4 radiant damage. The Light Blows damage is considered magical. The damage dices increase as you gain bright lord levels. Radiant damage increases to 1d6 at 5th level. At 10th level, the Radiant damage is 1d8. At 15th level, the Radiant damage becomes 1d10. At 19th level, the Radiant damage becomes 1d12. This damage is cumulative with weapons enchantments. Should your weapon leave your grip, the rite fades immediately. An active light blows on a weapon thrown fade directly after the attack is complete.
- At 3rd level, choose an archetype. See the Lord's Dominion. The dominions each have spells you will learn as you progress in them.
- At 3rd level, you are able to harness the love from within and can manifest it into different abilities that you gain along your progress as a Bright lord. Your access to these abilities is represented as light points.Clear points can retrieve spell points.
To retrieve each spell point of each level you need 2 points of light. (example: 2 for level 1 spell, 4 for level 2 spell, 6 for level 3 spell and etc.) These points are brought back after finishing a short or long rest, the time it takes for your love energy to build back up and numb your senses once more. See chart.
- Alongside gaining innate, unique powers as a Bright lord, at 3rd level, you also start to dabble in learned magical arts. Of course, you have an affinity for Healing spells, becoming partial to those studied by the clerics. Thus your spells are taken from the cleric's spell list. You start off knowing 2 known 1st-level spells from that list. You learn two more spells at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th and 20th levels. Wisdom is your spellcasting ability. You do not learn cantrips from the cleric's list.
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.
- Starting at 5th level, you may attack twice instead of once when you take the Attack action on your turn.
- Starting at 5th level, every strike gains an extra push from the brewing light within. You may now add your wisdom modifier to the attack and damage of all of your weapon attacks.
- Beginning at 6th level, be in permanent command of a creature. To bind to a creature, it must qualify for the following: CR of 4 or lower, alive and organic. To bind, you must be able to lay your hand on its head and it must have been beaten to submission or is already willing. Binding takes only an action to execute a quick incantation. You shall essentially be placing a mind identical in intellect to the previous but with your shared philosophies and is entirely submissive to you. The creature will be subjected to your summoning and banishing, which in combat will take a bonus action to use. Also, telepathically commanding it what precisely to do takes a bonus action, otherwise it will act as intelligently as it can by itself (DM control). The creature will maintain its original stats. If a replacement is desired, simply bind with another creature and your previous servant will be released and shall fall unconscious. At level 14, you may bind a creature that is up to CR 5. An 18th level, you may bind to a creature of CR up to 6.
- At 9th level, your bravery knows no bounds when faced with evil. You are immune to effects that cause fear or charm.
- Starting at level 13, your presence alone can cause your allies to recover. For 1 light point, you can have each creature of your choice within 50 ft of you who are aware of you to gain temporary hit points equal to 10 + your Bright Lord level + your Wisdom modifier. These temporary hit points last until after a long rest. A creature can only benefit from this feature once per long rest and only from 1 Bright Lord at a time.
- At 18th level, you learn to directly damage the life essence of a creature you can see. This feature requires concentration and while using this feature you cannot make any other action. You can subject a creature up to medium size and CR 10 to make a Constitution save. If it succeeds the saving throw or if it does not fulfil the requirements, there is no effect, no one notices and the creature is immune to this effect for 24 hours. Upon failing this saving throw, the creature takes 5d8 radiant damage. Its hit point maximum is reduced by half of the damage taken for 24 hours. This feature is a magical effect for purposes for overcoming damage reduction. If the Bright Lord wants the effect to continue, the creature may repeat the saving throw with a disadvantage at the start of its turns. Every time it fails, it takes 2d8 radiant damage + your Wisdom modifier of damage. Also, upon continuing, the creature starts to squirm and wail due to the pain of their life essence being drained and cannot move from the spot it is in currently unless you release it or it succeeds in a subsequent saving throw. When it is in this state, attacks made upon it are made with advantage and it cannot do anything unless it succeeds a saving throw or is released. At level 20, you can then subject any creature. If you use this feature against a creature of CR 11 or higher, it requires 6 light points to initiate and 1 light point at the start of your turn to maintain. If the target is healed or has its mind protected from divination effects during Life Tap, the Bright Lord's connection is severed and takes psychic damage equal to its Wisdom score + the CR of the target. This feature cannot be used on constructs or undead.
You dominate over an aspect of the world and coalesce its essence within you in order to access certain types of abilities.
Dominion of Power
You give no room for Darkness as you charge down your path to reach your destiny with invigorated might and a disdain for that dark of heart. None will stand in your way. You are power and your vigour cannot be swayed. Laws, to you, are not impervious to being broken, even those of the universe.
- Power Within
- At 3rd level, you learn to conjure a powerful gust of wind for 1 light point. The spell requires concentration and can last for a minute or until you let it go.
- A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapour, and it extinguishes candles, torches, and similar unprotected flames in the area, regardless of the size or strength of the fire or whether or not the flame is magical, eternal or any other classification. It causes protected flames, such as those of lanterns, to dance wildly and has a 90 percent chance to extinguish them.
- Shooting Star
- At 7th level, you can reach out with a hand and light extends beyond your fingertips to harm those that would harbour malice towards others. As a bonus action, you can make a ranged spell attack, sending out a force missile to a creature you can see within 60 ft to cause 1d10 +Wisdom modifier Radiant damage with a minimum of 1.
- Also, you learn a variant of Stellar Bolt which will require 1 light point to use.
- Stellar Bolt: Range is 100 feet. A beam of sunlight energy 5 feet wide emanates from your hand and launches towards a creature. If the creature is hit, it takes 1d12 +Wisdom modifier +Strength modifier radiant damage. The spell creates more than one beam when you reach higher levels: two beams at 11th level, and three beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate spell attack for each. The beams can travel through and damage targets that are behind the initial target. The beams can also travel through cover, objects, and shields.
- Dimensional Tear
- When you reach 11th level, you have amassed enough power to tear holes in space and time at will. You can use the spell Dimension Door for 1 light point.
- Dimension Door: You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature travelling with you each take 4d6 force damage, and the spell fails to teleport you.
- Unstoppable Force
- At 14th level, positive magics flow inside you, hardening your resolve and your body. For 1 light point, you can use your reaction to halve the damage you take when a creature makes a melee or ranged attack against you.
- Powerful Personality
- At 17th level, even your at your most casual and benign state, you maintain an overpowering personality that is made most obvious through speech. You now add your Wisdom modifier to Charisma skill checks.
- Spell Foil
- At 20th level, you are able to catch a spell in mid-effect. For 1 light points, you may attempt the following. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. If it succeeds, nothing happens and the creature's spell occurs as normal. If it fails the save, you completely negate its effects on you and others, if any, and can use the spell as if it was your own as a part of the same reaction. The spell can be of any level. The usage of the spell requires you to use a number of light points equal to the level of spell slot the spell uses. If you simply wish to negate the spell, you can and it simply takes the same requirements as recasting it.
Dominion of Sentience
If one wants to gain absolute light, insight into the minds of others must be achieved. You are easily amused by the mental torment of your enemies. Every now and then, however, you can enjoy minor trickery as well. Playing with other's mind is a hearty past time for you...
- Light Mischief
- At 3rd level, You learn an exotic language of your choice in hopes to stretch your influence. Furthermore, you learn spells to aid you in social and/or public matters. A casting of the spells takes 2 light points.
- Alter Self: You can use Alter Self as a spell-like ability. You assume a different form. When you cast the spell, choose one of the following options: Aquatic Adaption, Change Appearance, Natural Weapons. The effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
- "Aquatic Adaption": You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
- "Change Appearance": You transform your appearance. You decide what you look like, including your height, weight, facial features, the sound of your voice, hair length, colouration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics changes. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
- "Natural Weapons": You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
- Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
- Command: You command a creature that you can see within range. The target must succeed on a DC16 Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
- Compelled Duel: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds in this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
- Zone of Truth: You create a magical zone that guards against deception in a 15-foot-radius sphere centred on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails in its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
- Breaching Charisma
- At 7th level, you are able to effortlessly make a creature spill its thoughts to you due to your intense personality and are able to discern its desires while it is in this vulnerable state. When you make wisdom (Insight) checks to sense a creature or person's motives, you add your charisma modifier, assuming that your presence has been made known to it.
- Mind Purification
- At 11th level, you are able to reach out and destroy a creature's mind. Upon successful grapple, you can lay your hand on the creature's head and deliver 3d6 Radiant damage every turn as long as you hold on to the head. If free, the creature needs to succeed a Wisdom saving throw to resist being frightened, which if failed can be repeated at the beginning of its subsequent turns.
- Halted Thought
- At 14th level, you are able to choose any creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. The creature may redo the saving throw at the end of its turns. This spell has no effect on undead. Once a creature frees itself, it is immune to your paralysis for 24 hours. This ability takes 3 light points.
- Bright Mind
- At 17th level, you are able to trigger a creature's memories simultaneously to bring a host of Bright pain flushing through its being. For 10 light points, you can subject creatures in a 15 foot by 30-foot area in front of you to make a Wisdom saving throw. Upon failing, creatures take 12d6 Radiant damage, or half if successful.
- Pure Soul
- You have gathered so much Positive energy that you may extend the essence of your being to an object. Starting at 20th level, you can bind your very self to an object, making it indestructible. If you are killed, your essence returns to the object but you are not immediately reborn. You can be brought back by a simple wish spell, by a prayer from a magically inclined individual within the presence of your Soul bound object or other powerful magic of your DM's allowance. However, if the object is subjected to the Dispel Magic spell or other powerful magic, you die permanently. Any who hold the trinket can telepathically communicate with you if you wish to allow it to be aware of your presence. If you are ever made formless, you can once per day cause 10d4 Radiant damage to any who hold your Soul.
Dominion of Creation
Your light takes on its rawest forms as you unleash them upon your enemies. The way to fulfil your ambition is through creation.
- Bright Eye
- At 3rd level, you learn to muster light straight from your mind and funnel them through your eyes. Each variant can be used as an action for 3 light points.
- Aimed Ray: Range 200 feet. You make an attack on a single creature that you can see with a streak of white-hot rays from each of your eyes. Upon a successful hit, the creature takes 4d6 Radiant damage. At 10th level, the damage increases to 6d6. At 17th level, the damage increses again, to 6d8.
- Peripheral Ray: You open your eyes wide and spread a short-ranged ray of light. You can subject every creature within 5 feet in front of you, as well as any on your left or right sides, to make a Constitution save in an attempt only to take half the damage of 2d8 Radiant damage. At 10th level, damage goes to 4d8. At 17th level, damage goes to 4d10.
- Blink Explosion: Range 120 feet. You focus on an area you can see. After the designation, you blink and lights suddenly erupt in a 15-foot radius from the spot you specified. Creatures inside the range must do a Constitution save in an attempt to take only half the damage of 2d6 radiant damage. At 10th level, damage goes to 4d6. At 17th level, damage goes to 6d6.
- Life Ball
- Starting at 7th level, you gain the ability to conjure a white, yellow-core ball of energy that engulfs your hand for you to hurl at your enemies for 2 light points. Make a ranged spell attack at a target within 120 feet. Creatures caught within the 30-foot radius sphere area of effect must make a Constitution saving throw. Creatures that fail take 6d6 Radiant damage, or half if successful. At 16th level, damage increases to 8d6. You can increase the damage by 1d6 Radiant damage for 1 light points apiece up to a max of 12d6.
- Unhinged Creation
- At 11th level, your physical strength is amplified by the light inside and is demonstrated through very powerful blows. For 4 light points, you may subject all creatures that qualify for the following: within 5 feet, in front, on left and right sides of the Bright Lord. These creatures must make a Strength save where the DC equals 8 + proficiency bonus + Strength modifier. Creatures that fail are knocked back 10 feet and take 3d8 force damage. Creatures that succeed merely take half the damage. At 17th level, force damage goes to 6d8.
- Bright Beacon
- Starting at 14th level, your light now starts to secrete from your body as glowing energy. You are able to use 1 light point and a reaction to damage a creature that hits you for radiant damage worth your wisdom + Charisma modifier.
- Divine Light
- At 20th level, you gain the ability to unleash all of your divinity all at once and take a truly Bright form. You may spend 12 light points to transform into a Solar, this transformation lasts for 1 min. In this form, you retain your current hp, your Intelligence and Wisdom scores but everything else about you is wholly angelic. You cannot use this ability again until after a long rest. See the following link for the statistics. http://www.dandwiki.com/wiki/5e_SRD:Solar
Prerequisites. To qualify for multiclassing into the bright lord class, you must meet these prerequisites: Strength 13, Wisdom 13
Proficiencies. When you multiclass into the bright lord class, you gain the following proficiencies: Halberd, Morningstar, Flail, Vehicles (Land), Intimidation