Light Monarch (5e Class)

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The Light Monarch

Many adventurers fight against the forces of darkness, endeavoring to bring the light to the world. Very few of those adventurers, however, do so quite as literally as the Light Monarch. A reclusive order of warriors, the Light Monarchs have pledged to scour darkness from the world wherever they encounter it, and to destroy all those who choose to dwell within such darkness. Unlike paladins, who gain divine power and smite their foes with it, the Light Monarch gather their power from the pure energy of the sun, and use its radiance to empower their martial efforts.

Inner Talent

Light Monarch do not need to devote themselves to a god or a divine ideal. Anyone who has a strong connection to the light and the sun may experience the sudden surge of power that heralds the onset of their radiant aura, and may learn how to channel that power themselves, without anyone else's assistance. However it happens, though, a Light Monarch is a force to be reckoned with.

Creating a Light Monarch

Quick Build

You can make a Light Monarch quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose A martial weapon and a shield.

Class Features

As a The Light Monarch you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor; Medium Armor; Heavy Armor; Shields
Weapons: Simple Weapons; martial weapons with the light or finesse properties
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Religion, and Survival

Equipment

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

  • (a) A martial weapon and a shield or (b) Two martial weapons
  • (a) Five javelins or (b) Any simple melee weapon
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • If you are using starting wealth, you have 5d4x10 gp in funds and a highly polished brass mirror. in funds.

Table: The The Light Monarch

Level Proficiency
Bonus
Features Radiant Aura Radius Searing Light Damage
1st +2 Radiant Aura, Blessing of the Light, Solar Weapon 10 ft / 20 ft -
2nd +2 Fighting Style, Radiance Charge 10 ft / 20 ft 1d6
3rd +2 Spectrum of Radiance 10 ft / 20 ft 1d6
4th +2 Ability Score Improvement 10 ft / 20 ft 1d6
5th +3 Improved Radiance 20 ft / 40 ft 1d6
6th +3 All-Seeing Light 20 ft / 40 ft 1d8
7th +3 Spectrum of Radiance Feature 20 ft / 40 ft 1d8
8th +3 Ability Score Improvement 20 ft / 40 ft 1d8
9th +4 Empowering Light 30 ft / 60 ft 1d8
10th +4 Spectrum of Radiance Feature 30 ft / 60 ft 1d8
11th +4 Greater Radiance 30 ft / 60 ft 1d10
12th +4 Ability Score Improvement 30 ft / 60 ft 1d10
13th +5 Spectrum of Radiance Feature 40 ft / 80 ft 1d10
14th +5 Concentrated Radiance 40 ft / 80 ft 1d10
15th +5 40 ft / 80 ft 1d10
16th +5 Ability Score Improvement 40 ft / 80 ft 1d12
17th +6 Spectrum of Radiance Feature 50 ft / 100 ft 1d12
18th +6 Master Radiance 50 ft / 100 ft 1d12
19th +6 Ability Score Improvement 50 ft / 100 ft 1d12
20th +6 Paragon of Light 50 ft / 100 ft 1d12

Radiant Aura

Beginning at 1st level, you may use a bonus action to become Radiant for 1 minute. While Radiant, you gain the following benefits:

  • You shed bright and dim light in a radius around you, as shown on the Light Monarch table.
  • You have advantage on saving throws against Blindness effects and advantage on perception checks and Charisma checks
  • You gain +2 AC.

Your Radiant Aura ends early if you are knocked unconscious or enter an area of magical darkness sufficient to dispel it (see below), and it cannot be reactivated until you are no longer within the effect. Your Radiant Aura counts as a light spell of a level equal to 1/3rd your Light Monarch level, rounded up, and is dispelled by darkness spells of equal or higher level. It is also subject to dispel magic, counterspell, and similar effects.

Each time you activate your Radiant Aura, your maximum hit points are reduced by your Light Monarch level + Proficiency Bonus until the next time you regain uses of your Radiant Aura.

In Addition, you gain back your lost hit points when you regain your Radiant Aura on a long rest.

At 9th level, you regain uses of your Radiant Aura after a short rest.

Blessing of the Light

At 1st level, you gain proficiency with the Perception and Investigation skills and fluency in the Celestial language. While in Radiant, you have advantage on Perception and Investigation checks you make related to vision. You also learn the Light cantrip.

Starting at 6th level, the Light cantrip no longer concentration to maintain.

Solar Weapon

At 1st level, You show your will for your weapon by the light you create within you, and this effects your ability to fight with a specific weapon. Choose one weapon you are proficient with, and you can use your Charisma modifier, instead of Strength or Dexterity to attack and damage rolls made with it.

You can choose a different weapon by putting in cosmic light with it during a long rest.

Starting at 6th level, you can choose any weapon to be your Solar Weapon. You are considered proficient with the chosen weapon.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. 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 you're wearing armor; you gain +1 bonus 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.
Mariner
You gain a climb speed and a swim speed equal to your base movement rate. While wearing light armor or no armor and not using a shield, you gain +1 AC.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Radiance Charge

Starting at 2nd level, your Radiant Aura infuses you with the energy of light, allowing you to perform wondrous feats. Each time you become Radiant, you gain a single use of one of your Radiance features. You start knowing three such features: Blinding Light, Protecting Light, and Searing Light. You learn more Radiance features as you gain levels in this class. Radiance features do not have to be used immediately, but can only be used while you are Radiant.

Some of your radiance features require the target to make a saving throw to resist the feature’s effects, or require you to make an attack roll to hit. The saving throw DC is calculated as follows:

  • Radiance save DC = 8 + your proficiency bonus + your Charisma modifier
  • Radiance attack modifier = proficiency bonus + your Charisma modifier
Blinding Light
As an action, choose a number of creatures equal to half your Charisma modifier (rounded down) in the bright light cast by your Radiant Aura. Each of those creatures must make a Constitution saving throw or be Blinded until the end of your next turn.
Protecting Light
As a bonus action, grant temporary hit points equal to your Light Monarch level to one creature you can see within the area of bright light of your Radiant Aura.
Searing Light
As an action, project a number of beams of radiant light equal to half your Charisma modifier (rounded down) at one or more targets you can see within the bright light cast by your Radiant Aura. Make a separate ranged attack roll for each beam, using your radiance attack modifier. Each beam deals radiant damage, as shown on the Light Monarch table. If a creature takes damage from the effect, the next range attack roll made against that creature has advantage, thanks to the mystical dim light glittering on the target until then. You may not target creatures in areas of darkness with this ability. Using this ability produces an audible sizzle as the beam streaks to its target(s).

Spectrum of Light

At 3rd level, as your connection to the light grows deeper, you choose one of the Spectrums of Radiance to devote yourself to: the Spectrum of Scorching Light, the Spectrum of Cleansing Light, the Spectrum of Nurturing Light, the Spectrum of Prismatic Light, or the Spectrum of Cosmic Light, all detailed at the end of the class description. Your spectrum grants you features at 3rd level and again at 7th, 10th, 13th, and 17th level.

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.

Improved Radiance

Starting at 5th level, each time you become Radiant, you may use two of your radiance features instead of one. You cannot use the same feature twice in the same instance of becoming Radiant.

All-Seeing Light

By 6th level, you have become attuned to the light that flows in you to such a point that you gain advantage against Blinded. While Radiant, you can see in magical darkness. Additionally, when you deal radiant damage to a creature within 5 feet of you, that creature must make a Constitution saving throw against your Radiance save DC or be Blinded until the beginning of your next turn.

At 11th level, while Radiant you have blindsight within the bright light radius of your Radiant Aura, and any creature who takes radiant damage from you must make a Constitution save or be Blinded until the beginning of your next turn.

At 15th level, a creature that fails their saving throw is Stunned instead of Blinded.

At 17th level, while Radiant you have truesight within half the bright light radius of your Radiant Aura.

Creatures that passes the save it's immune to this condition for 24 hours.

Empowering Light

Beginning at 9th level, your Radiant Aura protects you from harm that would befall you from the minions of darkness. While you are Radiant, you have resistance to necrotic and poison damage, and you have advantage on saving throws you make against the spells and abilities of undead and fiends who are within the radius of your Radiant Aura’s bright light. Additionally, while your Radiant Aura is active, you may use your reaction in response to being hit with a melee attack to cause the creature within 5 feet of you to take your Searing Light damage. You may use this feature a number of times equal to your Charisma Modifier (mini 1).

Greater Radiance

Starting when you reach 11th level, your radiance now surfaces your entire body. The Following Light Monarch features change, as noted:

  • Blinding Light can be used as a bonus action.
  • Protecting Light can now target multiple allies up to half your Charisma modifier (rounded up) per use.

You also gain two additional Radiance Charge features, Wall of Light and Radiant Smite:

  • Wall of Light
    You may use an action to cast wall of fire anywhere within the bright light of your Radiant Aura, except the wall deals radiant damage instead of fire. You must maintain concentration on it like normal, and the wall ends when your Radiant Aura ends, regardless of its remaining duration. Charisma is your spellcasting ability for this spell.
  • Radiant Smite
    You may use a bonus action to cast either the blinding smite or burning smite spell as a 4th level spell. These spells end when your Radiant Aura ends, regardless of their remaining duration. Charisma is your spellcasting ability for these spells.

Concentrated Radiance

Starting at 14th level, you can activate 3 of your radiance charge features each time you become Radiant, instead of just two.

Master Radiance

At 18th level, you have almost reached the pinnacle of heavenly light. Several of your class features change, as noted:

The damage of your Empowering Light ability becomes 4d6, and applies to enemy creatures within 5 feet of you within your Radiant Aura.

Wall of Light and Radiant Smite are now cast as if they were 6th level spells.

Paragon of Light

At 20th level, you have mastered every aspect of the light. You gain the following benefits:

  • Your type changes to Celestial.
  • You gain a flying speed equal to your base movement speed.
  • When you roll initiative, you may choose to become Radiant without expanding a use of Radiant Aura.
  • While Radiant, your attacks ignore resistance to radiant damage and treat immunity to radiant damage as if it were resistance instead.
  • Once on each of your turns when you deal radiant damage, you may choose to deal that much radiant damage again to the same target.

Spectrums of Radiance

As each Light Monarch proceeds down the path of the light, there comes a point in where they are faced with a choice of what aspect of the light they want to embody. Just as a beam of sunlight is actually a spread of hues moving as one, the Light Monarch are made up of those of many different paths moving towards the same goals.

The Spectrum a Light Monarch chooses is based off of the different types of light seen at different parts of the day, whether it is the dawn breaking after a long night, the harsh sun of midday that burns all before it, the soft afternoon sun that gently warms, the sun as it breaks through the clouds, revealing the full majesty of colors that are normally hidden within it, or even the spectral radiance produced by the stars and the aurora.

Spectrum of Scorching Light

With a mighty blade of radiant energy, the Light Monarch of the Scorching spectrum represent the overwhelming strength of the sun, and crash upon their enemies like the dawn breaks the night. The light produced by a Scorching Light Monarch's Radiant Aura is the warm red, yellow, and orange tones of a sunrise, and those within it feel a sense of warmth and renewed vigor.

Might of the Dawn

Starting when you enter this Spectrum at 3rd level, while Radiant your melee attacks deal additional radiant damage equal to your Constitution modifier.

Raiment of the Dawn

Also at 3rd level, you learn a ritual that allows you to forge a mystical connection to your equipment. Choose a suit of armor you are proficient with, and either one weapon, two weapons, or a weapon and a shield, all of which you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a short rest. During that time, you must be wearing a suit of armor you are proficient with, and within reach of your weapon(s) and/or shield throughout the ritual. At the conclusion, you touch your equipment and forge the bond.

Once you have bonded a set of equipment to you, you gain several benefits. First, you can’t be disarmed of the weapon in the set unless you are incapacitated. Second, if the equipment is on the same plane as you, you may use a bonus action while Radiant to summon it to you (which can be the same bonus action as you use to activate your Radiant Aura), Causing the weapon(s) and/ or shield to teleport instantly to your hand(s) and the armor to appear on your body, as if you had just donned it. The equipment appears in a burst of light and clap of thunder. If your already wearing armor or wielding something in that hand, the equipment falls to the ground at your feet.

At 9th level, you may have two sets of equipment bonded in this way, though you may have only may only summon one at a time.

At 17th level, once per short rest you may choose to have your equipment appear as part of an attack action, even if you aren't Radiant. Doing so makes you Radiant

Action Surge

Starting at 7th level, you can push yourself beyond your normal limits for a moment. Once while Radiant, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you use it again.

Extra Attack

Also at 7th level, when you take the Attack action on your turn, you may attack twice, instead of just once.

Speed of the Dawn

At 10th level, when you become Radiant or use a Radiance Charge feature, you may, as part of the same action, make a single melee attack. If the attack is successful, the target is Blinded until the end of your next turn. Additionally, if a melee attack you make reduces a target to 0 hit points, you may choose to become Radiant.

Fury of the Dawn

Starting at 13th level, whenever you become Radiant, your weapons burn with a golden flame, causing your melee weapon attacks to deal extra fire damage equal to your Might of the Dawn damage until the end of your next turn.

Power of the Dawn

Starting at 17th level, when you become Radiant, you may choose a creature within the bright light radius of your Radiant Aura (or within 10 feet if your aura is not active). For one minute or until it drops to 0 hit points or falls unconscious, you have advantage on melee attack rolls against that creature, and may use your reaction when that creature makes an attack to deal your weapon damage plus your Searing Light damage to that creature. You may have no more than one creature under the effect of this feature at once, and using it on a new creature causes the effect to end on the previous creature.

Spectrum of Cleansing Light

Choosing to focus their efforts on the creatures that dwell in the darkness, rather than the more broad efforts of combating the darkness of their brethren, Light Monarch who follow the Cleansing Light Spectrum are implacable foes of undead, fiends, and similar creatures. The light produced by a Cleansing Light Monarch's Radiant Aura is the harsh, bright white light of midday, crisp and almost cold, and those within it feel unable to hide or escape from the baleful glare of the Light Monarch's power.

Power of the Zenith

Beginning when you take this Spectrum at 3rd level, you gain another Radiance Feature:

Cleansing Light
Spend an action to Turn Undead, as the cleric feature of the same name, but only while your Radiant Aura is active, and any undead turned by this ability cease being turned if your Radiant Aura ends. Any creature turned by this effect is Blinded until the end of your next turn.

Additionally, any lights within arm's reach of you constantly draw towards the nearest undead you are aware of.

Radiance of the Zenith

At 7th level, your mimicry of the sun has become literal. When you use a Radiance Feature, the bright light cast by your Radiant Aura becomes sunlight until the beginning of your next turn. While your aura is sunlight, you can use the Power of the Zenith feature to turn fiends, in addition to undead, and any creature you successfully turn takes 1d10 + your Charisma modifier radiant damage.

Fury of the Zenith

At 10th level, your hatred of creatures of darkness allows you to more easily dispatch them. Choose two of the following creature types: aberrations, fiends, monstrosities, oozes, or undead. Your weapon attacks deal an additional 1d6 radiant damage against creatures of those types, and you have advantage on saving throws against the spells and abilities used by creatures of those types. You also learn two languages of your choice. When you become Radiant, if any creatures of the types you chose are within 1 mile, the radius of bright light you cast increases by 5 feet, and your aura pulses with light, showing you the general direction and distance of those creatures.

Cleansing Light

At 13th level, while Radiant you may cast the spell investiture of flame, except it deals radiant damage instead of fire and grants immunity to necrotic damage instead of fire damage. Once the spell ends, you must complete a long rest before you can use this feature again.

Zenith's Aegis

Starting at 17th level, when you activate your Radiant Aura or use a Radiance Feature, you may choose a creature within the bright light radius of your Radiant Aura (or within 10 feet if your aura is not active). For one minute or until it drops to 0 hit points or falls unconscious, all of your weapon attacks against it deal an additional 1d10 radiant damage, and creatures within the bright light cast by your Radiant Aura have advantage on saving throws made against the creature.

Spectrum of Nurturing Light ​

Though all Light Monarch are warriors, some of them choose to shelter the innocent from the ravages of darkness, placing themselves between those who would do harm and those they target. These Light Monarch gain abilities that heal and protect those under their charge. The light produced by a Nurturing Light Monarch's Radiant Aura is the cool blue, purple, and red of sunset, and those touched by the light feel comforted and soothed, their aches and pains seemingly less acute.

Compassion of the Twilight

Starting at 3rd level, you can cast the cure wounds spell once while you are Radiant, using Charisma as your spellcasting ability. You must finish a short or long rest before using this feature again. In addition, any time you heal a creature from zero hit points, you may choose to become Radiant. You also gain proficiency in the Medicine skill.

If you spend an entire short rest within arm's reach of a quantity of food and/or drink, at the end of the short rest you may cast purify food and drink on it without using a spell slot or components.

At 9th level, you may cast cure wounds twice with this feature between rests, and each time you may cast it as a 3rd level spell.

At 15th level, you may cast cure wounds three times between rests with this feature, and each time you may cast it as a 5th level spell.

Protection of the Twilight

At 7th level, you may use your reaction to designate a creature within the bright light cast by your Radiant Aura as your protection target. As long as you are Radiant and maintain concentration, that creature gains +2 AC and doesn’t provoke opportunity attacks for moving. You may have no more than one protection target at once, but may use another bonus action to change which creature you are protecting.

Guidance of the Twilight

At 10th level, all allied creatures within the bright light of your Radiant Aura have advantage on death saving throws, and only need to succeed on two (rather than three) in order to stabilize.

Resurgence of the Twilight

At 13th level, while Radiant you may cast the spell mass healing word as a 5th level spell, using Charisma as your spellcasting ability. You may only target creatures within the bright light created by your Radiant Aura. After doing so, you must complete a short or long rest before you can use this feature again.

Twilight Apotheosis

Starting at 17th level, when you become Radiant, you may choose a creature within the bright light cast by your Radiant Aura (or within 10 feet if your aura is not active). For one minute or until it drops to 0 hit points or falls unconscious, that creature is proficient with all saving throws and gains the benefits of your Radiant Aura, and any time you become Radiant (including when you activate this feature), you may cause that creature to heal 1d10 + your Charisma modifier hit points. Only one creature may benefit from your Twilight Apotheosis at a time, and you may not choose yourself as the beneficiary.

Spectrum of Prismatic Light​

Not content with the standard radiance that the light they channel produces, some Light Monarch choose to explore more fully the possibilities of this energy, and discover that light is made up of many colors, and thus contains many different properties. These prismamancers bend and shatter their light, harnessing the variety of colors to keep their opponents guessing. The light produced by a Prismatic Light Monarch's Radiant Aura is a kaleidoscopic array of colors, like the glitter of a rainbow or the sun as seen through stained glass. Those within it feel more inclined to express their emotions, as if being freed from restraint.

Spread of the Prism

Starting when you choose this Spectrum at 3rd level, you may cast chaotic bolt once while Radiant, with the effect appearing to be a rainbow of colors. You regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for this spell.

At 7th level, you may instead cast hypnotic pattern with this feature, or may cast chaotic bolt as a 3rd level spell.

At 9th level, spells cast with this feature affect all creatures of your choice within the bright light radius of your Radiant Aura.

Breath of the Prism

Also at 3rd level, you learn the dancing lights cantrip. Charisma is your spellcasting ability for this spell. While dancing lights is active, you may choose to have spells you cast use the target of dancing lights as their origin, instead of yourself.

Elements of the Prism

At 7th level, when you finish a long rest, choose a color from the following. Until your next long rest, all radiance damage you would deal from Light Monarch class features is replaced by the damage type associated with that color. You also can cast the cantrip associated with the color you chose, and your radiant aura becomes tinted by the color:

  • Red: Fire - fire bolt
  • Orange: Acid - acid splash
  • Yellow: Lightning - shocking grasp
  • Green: Poison - poison spray
  • Blue: Cold - ray of frost
  • Indigo: Force - true strike
  • Violet: Psychic - mage hand

When you deal damage of the type you have chosen, and that damage reduces a creature to zero hit points, you may choose to become Radiant.

Fury of the Prism

At 10th level, you may cast the chromatic orb spell once while Radiant, with Charisma as your spellcasting ability. You may target anyone within the bright light of your radiant aura, and it uses the damage type you chose with Elements of the Prism.

At 15th level, you may cast the spell twice while Radiant.

At 19th level, you cast the spell as a 4th level spell.

Piercing Prism

At 13th level, you may use your reaction on your turn while Radiant in order to have all spells you cast that deal damage of the same type as your Elements of the Prism choice ignore damage resistance. This effect lasts until the beginning of your next turn.

Shattering Prism

At 17th level, you may end the Radiant condition on yourself as an action to cast prismatic spray, targeting all creatures (besides yourself) within the bright light of your Radiant Aura and using Charisma as your spellcasting ability. You may not use this feature again until you complete a short or long rest. You may exclude up to Charisma modifier creatures from the effects, but doing so causes you to take a level of exhaustion.

Spectrum of Cosmic Light

Some Light Monarchs, instead of concentrating on the raw fury of the sun's radiance, instead pull their power from the distant twinkling lights of the stars, and harness the energy of the astral sea to enhance their speed to that of light itself, allowing them to go where they want, just like light itself. The light produced by a Cosmic Light Monarch Radiant Aura is the greens and blues of an aurora at the poles, and those within it feel an expanding of their minds, as if they are staring into the night sky and an endless field of stars.

Cosmic Inertia

At 3rd level, your base movement speed increases by 30 feet, and you may Dash or Disengage as a bonus action. You also add your Charisma modifier to your high jump distance and your Charisma score to your long jump distance, and, while Radiant you ignore falling damage.

At 15th level, this movement increase becomes 60 feet instead, and you always ignore falling damage.

Piercing Sight

When you choose the cosmic spectrum at level 3, you are able to sense and control the strange spectrums of light that thread the reaches of void. If you so choose, you can see through cloth, paper, skin or foliage up to a thickness of a half inch, and you can finely control how deep you pierce into these materials. Any material you can see through provides no cover or obscuration and doesn't block investigation or perception checks.

At level 7 you can see through loose dirt, wood, flesh or leather and up to 3 inches.

At level 10 you can see through packed earth, bone, stone, ceramics up to 6 inches.

At level 13 you can see through previously mentioned materials up to a foot in thickness and all metals except lead, gold, mithril and adamantium of up to half an inch of thickness.

At level 17 you can see through most solid substances of up to 3 feet in thickness and all metals up to 3 inches.

Cosmic Impetus

At 7th level, you may, as a bonus action once each time you become Radiant, move to any unoccupied space you can see within the bright light of your Radiant Aura. You do not provoke opportunity attacks for this movement, but you must have a clear path to your destination. You may take this bonus action at any point while Radiant, but only once per instance of becoming Radiant.

Cosmic Steps

At 10th level, while Radiant you ignore nonmagical difficult terrain and do not take damage for moving over nonmagical environmental hazards. If a magical environmental effect or difficult terrain allows a saving throw, you have advantage on that save.

Cosmic Doorways

Starting at 13th level, you may cast the dimension door spell once while Radiant, using Charisma as your spellcasting ability. You must finish a long rest before you can use this feature again.

At 15th level, you may bring along two willing creatures, instead of just one, when using this feature.

At 17th level, you regain uses of this ability after a short or long rest.

At 19th level, you may bring along any number of creatures within arm's reach.

Cosmic Portals

At 17th level, you may cast plane shift while Radiant, using Charisma as your spellcasting ability. Once you use this feature, you must complete a long rest before using it again.

Multiclassing

Prerequisites. To qualify for multiclassing into the Light Monarch class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Light Monarch class, you gain the following proficiencies:

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