Green Lantern (5e Class)

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Design Note: This class was not designed with archetypes in mind.

Green Lantern[edit]

Green Lanterns are some of the most powerful warriors in the galaxy, meant for policing entire sectors of the galaxy and keeping inter-planetary villains at bay. Sometimes, they'd go into a single planet just to help with domestic situations.

Ringed Heroes[edit]

What’s most important for a hero? Incredible strength? There’s always something or someone stronger. Super-speed? Hope you don’t trip. Telepathy? Do you REALLY want to know what others are thinking about you? You don’t need any of those abilities to be a member of the Green Lantern Corps, but a strong will backed by a wonderful imagination are essential requirements. Green Lanterns are mostly good characters with powerful rings on their finger, rings that are the most dangerous weapons in existence. Lanterns are very careful to keep their rings out of enemy hands, but they have safeguards in case anyone, and I mean anyone, gets their grubby hands on the rings. If you do not have your ring, or for some reason, you simply cannot reach it, you cannot use the abilities of this class. For this class, the ring is not counted as a magical item, but as an arcane focus.

Creating a Green Lantern[edit]

Green Lantern heroes are mostly pushed into the role, since they don't have a choice if the ring chooses you. However, the reason the ring picked you is different. Green Lantern rings are focused on finding the worthy recipient with powerful willpower, so you must have insane will. Where did you get your mental willpower? Was there some kind of tragedy in your life that made you strong in the effect? Maybe it was racial discrimination or some personality trait that made you an oddball, so you learned to ignore it. How did you learn of the Green Lanterns?

Quick Build

You can make a Green Lantern quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the soldier or sage backgrounds.

Class Features

As a Green Lantern you gain the following class features.

Hit Points

Hit Dice: 1d10 per Green Lantern level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Green Lantern level after 1st

Proficiencies

Armor: light, medium
Weapons: simple melee, any ranged
Tools: tinker's tools, smith's tools
Saving Throws: Wisdom, Intelligence
Skills: Choose 4 from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Green Lantern Ring
  • (a) dagger or (b) tinker's toolkit
  • (a) common clothes or (b) any simple melee weapon
  • (a) shortbow and 20 arrows or (b) longbow and 15 arrows
  • If you are using starting wealth, you have 4d4 X 10 in funds.

Table: The Green Lantern

Level Proficiency
Bonus
Features
1st +2 Glow, Security Protocol
2nd +2 Material Alteration
3rd +2 Mind Alteration
4th +2 Ability Score Improvement, Preset Conditions
5th +3 Extra Attack, Invisibility
6th +3 Galactic Encyclopedia, Energy Projection
7th +3 Phasing
8th +3 Ability Score Improvement, Environmental Playback
9th +4 Blinding light
10th +4 Force Field
11th +4 Telepathy
12th +4 Ability Score Improvement
13th +5 Limited Cellular Regeneration
14th +5 Energy Twin
15th +5 Energy Absorption
16th +5 Ability Score Improvement, Electromagnetic Scanner
17th +6 Wormholes
18th +6 Ring Overload
19th +6 Ability Score Improvement
20th +6 Time Travel

Glow[edit]

At 1st level, you unlock your ring's set abilities. Your ring puts off a bright glow, casting bright light for 60 feet and dim light for another 60. For your attacks and DC´s in this class's features, you must use Wisdom modifier plus proficiency bonus. Your set abilities goes as follows :

  • Ring Blast : You can make a ranged attack using your ring, doing 1d10+Wisdom radiant damage (increases by 1d10 at 5th, and again at 10th, 15th, and finally increases by 3d10 at 20th).
  • Levitation : You can levitate of the ground, giving you a 10ft flying speed (this increases to 30ft at 5th level, and 50ft at 9th level)
  • Location-Tracking : You can sense energy (Ki, Chakra, etc.) for 100ft
  • Creation : You can create material objects to help you (i.e. a staff, a gun, or any item/weapon or thing you need). Speak to your DM about your level limits.
  • Universal Translator : You are able to use your ring to understand all languages. This applies to telepathy.
  • Area attack : You can do the same damage as Ring Blast in an area, with the DC equal to 8 + your proficiency + your Wisdom modifier, the enemy must succeed on a Dexterity saving throw to take only half damage, if it fails it takes full damage , range is a 30-feet cone. You can use this feature a number of times equal to your proficiency bonus , having to take a short or long rest to regain uses of this feature.

Security Protocol[edit]

At 1st level, you find security protocols on your ring. If the ring is stolen from you or looted or taken from you for security reasons, the ring will not work for anyone except when you reclaim the ring. You are also able to levitate your ring back to your hand as a free action; the ring will dodge any obstacles in its path until it reaches you.

Material Alteration[edit]

At 2nd level, you unlock your ring's ability to make armor. When you are unarmored, you can use the ring's power to create armor tailored to your tastes, personality, and needs. This armor gives you a +2 bonus to your armor class in addition to the armor class itself made available by the armor created, the armor created must be medium armor or light armor.

Mind Alteration[edit]

At 3rd level, you are able to manipulate minds. You can use your ring to change the mind of a target or block your own memories. You can charm a person with this ability, but once you use this feature, you must complete a long rest before you can use it again.

Energy Absorption[edit]

At level 4, the training wheels on your ring come off and you need to keep it powered without Oa's help. As a reaction, once per turn, you can aim your ring towards a spell cast against you and absorb the spell's energy to recharge your ring. You have to do this at least once every 24 hours or your ring will stop working and you won't be able to keep using your abilities. You can only absorb levels of level 0-5 like this, or the ring may overheat and cause you 1d4 fire damage. You also carry a Green Lantern battery where you can recharge your ring during a short rest, When recharging the ring during rest, you must recite the Green Lantern Oath.

Preset Conditions[edit]

At 4th level, you are able to give delayed orders to your ring. When a specific condition arises, the ring will execute an order to use one of its abilities, including flying back to you.

Ability Score Increase[edit]

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[edit]

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Invisibility[edit]

At 5th level, By manipulating the light around you you are able to become invisible, twice per long rest you are able to use the invisibility spell.

Galactic Encyclopedia[edit]

At 6th level, you find something new in your ring. A full guide to almost everything in the galaxy. Most of it you won't understand, but the rest gives you an advantage on Intelligence (History, Religion, Arcana) checks.

Energy Projection[edit]

At 6th level, You can protect your allies and yourself, when an enemy makes an attack against you or an ally within 15 feet of you, you can use your reaction and create an energy shield,increasing AC by +3 until the end of your next turn. You can use this feature a number of times equal to half your Wisdom modifier, When you finish the number of uses, you must take a long rest.

Phasing[edit]

At 7th level, the ring allows you to walk straight through solid objects. You can walk a total of your base walking speed through a solid abject before the phasing ability fails on you. if you are stuck in a solid item when the ability fails, you are petrified and take 3d10 bludgeoning damage.

Environmental Playback[edit]

At 8th level, you find that you can make holograms of any terrain you've been in. You can use this ability to convince an enemy or just a person that they've crossed into another realm or went through a portal. They can make a Wisdom saving throw equal with a DC equal to 8 + your proficiency + your Wisdom modifier. On success, they can see through your illusion. You can only affect an area as big as 40 x 40 feet and this only lasts as long as you concentrate, as if concentrating on a spell.

Blinding light[edit]

At 9th level,You can use the light from your green lantern ring to disrupt your enemies. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Force Field[edit]

At 10th level, a slight glow surrounds your body, giving you a shielding aura. As a reaction, you can create a force field around you that gives you moderate protection. You have 2d20 temporary hit points for 1 minute or when the temporary hit points run out, after which you cannot use this ability until you take a long rest.

Telepathy[edit]

At 11th level, you find an ability that so many creatures have problem believing in. You can talk to creatures telepathically, the only requirement being they must know one language. You may not understand their language or they may not understand you, but you can communicate through this ability.

Limited Cellular Regeneration[edit]

At 13th level, you can heal creatures around you and yourself. You can use this feature to heal yourself or another creature 4d8 hit points. Once you use this feature, you must complete a long rest before you can use it again.

Energy Twin[edit]

At 14th level, you can make a crude copy of yourself from the energy in the ring. The copy cannot speak, but it has energy copies of your weapons and has your abilities. This copy lasts 1 minute, after which you cannot use this ability until your next long rest.

Electromagnetic Scanner[edit]

At 16th level, you can scan anything you don't understand and hope your Galactic Encyclopedia understands it. Once you scan it, you know what the object, vehicle or room is, what traps may lie inside, and what to look out for. But be careful using it, the object, vehicle or building has a 40% chance of the object, room, or vehicle having been altered in the past after Green Lanterns put it into the Encyclopedia. You cannot scan anything larger than 40 feet by 40 feet. The scanner cannot scan anything that is magic or has magic around it.

Time Travel[edit]

At 17th level, you are able to move through time differently. You are able to stop time around you and walk between enemies for 3 turns or until you make an action that affects another creature. Once you use this feature, you must complete a long rest before you can use it again.

Ring Overload[edit]

At 18th level, You can overcharge your ring using an action charging your ring using your Green Lantern battery or absorbing a higher than level 5 spell (still with the same limitation of being every 24 hours). When you charge your Green Lantern Ring, your attacks and damage rolls are increased by +2. Once you use this feature, you must complete a long rest before you can use it again.

Wormholes[edit]

At 20th level, you can open wormholes. You are able to open a portal to another realm of reality. Once you use this feature, you must complete a long rest before you can use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Green Lantern class, you must meet these prerequisites: You must have a Green Lantern ring.

Proficiencies. When you multiclass into the Green Lantern class, you gain the following proficiencies: tinker's tools, martial ranged weapons.


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