Lightsmith (Cantalthis Suppliment)

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Lightsmith[edit]

A human woman stands cornered in a dark alley, surrounded by gangsters and under the thin bands of moonlight that shine between the clouds. "You're a long way from home, aren't you?" One questions with a menacing tinge. She knows they don't expect an answer in words. There's only one language they speak. The woman steps forward and throws a fast right hook at the closest gangster before any of them can act. The gangster's knife clatters to the ground as the others tackle her into the dirt. She feels a blow to her gut and she forces her supper to stay in her stomach. "Just hand over your valuables quietly, and we won't have to hurt you-" the words interrupted by a punch to the face, "more..." The woman fights for control, knocking one off of her with a sweep of her leg, before being pinned down by the first gangster, the one she hit. "You're gonna regret messing with us," the gangster groans. She struggles more, unwilling to give up. They're going to keep pushing people around, its what they do, but she's not going to take it lying down. A blast of green light from above sends all the gangsters fly off of her, and the light condenses into a small band of shining green metal. The ring floats towards the woman and slides itself onto her finger. She feels a surge of power, as if with every breath she can enforce her will into the world, and she rises into the air. "Natali Marsk of Abeir-Toril," the ring says, "you have the ability to overcome great fear. Welcome to the Green Lantern Corps."

Lightsmiths, also known as Lanterns, derive their power from the emotional spectrum. They use power rings designed to harness the emotion drawn from all sentient life in the universe and convert it into physical light, which they can use to create almost anything. Any lightsmith can fly, shine light, or create a protective barrier, but with practice they learn to create whatever they can imagine out of hard light, strengthened by their connection to their emotion.

Every lightsmith controls their power with a power ring, created only by powerful beings or smiths unrivalled in their skill. Though the essence of using emotion as a weapon is inherently magical, power rings are still structured weaponry and act as such. Power rings respond to verbal commands and can relay information auditorally to the wearer when necessary, using a form of artificial intelligence, but it can't run on its own, apart from carrying out commands or searching for worthy wielders.

Not all emotions are created equal. When sentient life was first born into the universe, their emotion created the powerful and yet untapped resource of the emotional spectrum, personified as seven entities of pure emotion that roam the universe spreading their emotion to all life they come across. The emotions follow the spectrum of the rainbow, with Rage (red), Avarice (orange), Fear (yellow), Willpower (Green), Hope (blue), Compassion (indigo), and Love (violet). Willpower, at the centre of the spectrum, is the most pure and easiest to control, and as you go to either end of the spectrum, the emotion becomes more raw and volatile. The stronger a lightsmith feels their emotion, or instills their emotion in others, the more powerful they become, and the more at risk they are to get lost in their own emotions.

Creating an Lightsmith[edit]

When making a lighsmith character, first consider which emotion of the emotional spectrum your character identifies with the best and why. Are they filled with rage from a tragic loss? Do they seek to spread goodwill and compassion wherever they go? Are they seeking a loved one and use it as their strength to progress? Or do they simply have the willpower to never give up? A lightsmith's emotion is where they draw their strength, but must make sure to keep a hold on it, lest the emotion control them.

Quick Build

You can make a lightsmith quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the soldier background. Lastly, choose an emotional shade.

Class Features

As a Lightsmith you gain the following class features.

Hit Points

Hit Dice: 1d8 per Lightsmith level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lightsmith level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools or one type of artisan's tools of your choice
Saving Throws: Wisdom, Charisma, Intelligence
Skills: Choose two from Acrobatics, Athletics, Deception, History, Intimidation, Investigation, Medicine, Perception,Persuasion,

Equipment

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

  • (a) a light crossbow and 20 bolts. or (b) any martial weapon and two daggers.
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a power ring and a lantern battery or (b) a 6-foot staff embedded with the power ring and a lantern battery
  • If you are using starting wealth, you have 5d4 x 20 gp in funds.

Table: The Lightsmith

Level Proficiency
Bonus
Features Light Points Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Hard Light Weaponry, Unarmored Defense, Emotional Shade - -
2nd +2 Spellcasting, Arsenal of Light, Lantern's Light 1 2 2
3rd +2 Emotional Shade Feature 2 2 3
4th +2 Ability Score Improvement, Ability Score Improvement 2 2 3
5th +3 Extra Attack 3 3 4 2
6th +3 Lantern's Might 3 3 4 2
7th +3 Emotional Shade Feature 4 3 4 3
8th +3 Ability Score Improvement, Ability Score Improvement 4 3 4 3
9th +4 5 3 4 3 2
10th +4 Augur Observance Feature 5 4 4 3 2
11th +4 Emotional Shade Feature 6 4 4 3 3
12th +4 Ability Score Improvement 6 4 4 3 3
13th +5 7 4 4 3 3 1
14th +5 Emotional Filter 7 4 4 3 3 1
15th +5 8 4 4 3 3 2
16th +5 Ability Score Improvement, Ability Score Improvement 8 4 4 3 3 2
17th +6 Emotional Filter 9 4 4 3 3 3 1
18th +6 9 4 4 3 3 3 1
19th +6 Ability Score Improvement, Ability Score Improvement 10 4 4 3 3 3 2
20th +6 Unending Emotion 10 4 4 3 3 3 2

Hard Light Weaponry[edit]

When you take this class at 1st level, you gain the following features:

Light Beams[edit]

You learn the eldritch blast cantrip. It glows the colour of your emotional shade. Charisma is your spellcasting ability for it. When you get the lightsmith's spellcasting feature at 2nd level, it becomes a lightsmith cantrip for you, but it doesn't count against the number of cantrips you know.

Light Weapons[edit]

You can use an action to create a construct weapon in a free hand. If you already have a Light Weapon summoned, you can summon another or more ammunition using a bonus action. You choose the form the weapon takes each time you create it, from any simple or martial weapon, or a shield. If the weapon you create requires ammunition, you create a number of ammunition pieces equal to your Charisma modifier (minimum of 1). You can still perform somatic components while holding light weapons in one or both hands. The weapon lasts until you dismiss it as a bonus action, or it disappears if you stop holding it and you aren't making an attack with it. The weapon is a hard light construct and glows your emotional shade. You can have up to two of these light weapons created at a time. If you create a third one, the first disappears. Starting at 5th level, your Light Weapons become magical for the purpose of overcoming resistance and immunity.

Construct Firearms[edit]

If your DM allows use of firearms, and your character has a well enough understanding of how they work, your lightsmith can create firearms as a light weapon.

Unarmoured Defense[edit]

Your power ring creates a thin veil of light around your body that protects you from harm. While you are wearing your power ring and you aren't wearing armour, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Construct Armour[edit]

Your Unarmoured Defense can look visually however you want, from a set of half plate to a wedding dress, but it must be coloured your emotional shade.

Emotional Shade[edit]

Also at 1st level, you choose which Lantern Corps you belong to along the emotional spectrum. Choose an emotion: Rage, Avarice, Fear, Willpower, Hope, Compassion, or Love, all detailed at the end of the class description. Your choice grants you features at 1st, 3rd, 7th, 11th, and 17th level.

Spellcasting[edit]

With your power ring and your connection to your emotions, you can create supernatural phenomenon similar to that of wizardry in the form of spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the lightsmith spell list.

Cantrips[edit]

At 2nd level, you know two cantrips of your choice from the lightsmith spell list. You learn an additional lightsmith cantrip of your choice at 5th level and another at 10th level. When you gain a level in this class, you can replace one of the lightsmith cantrips you know with another cantrip from the lightsmith spell list.

Preparing and Casting Spells[edit]

The Lightsmith table shows how many spell slots you have to cast your lightsmith spells of 1st level and higher. To cast one of these lightsmith spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of lightsmith spells that are available for you to cast, choosing from the lightsmith spell list. When you do so, choose a number of lightsmith spells equal to your Charisma modifier + half your lightsmith level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level lightsmith, you have four 1st level and two 2nd level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell magic missile, you can cast it using a 1st level or a 2nd level spell slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of lightsmith spells requires time spent concentrating and stretching your imagination: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your lightsmith spells; your attunement to your imagination and emotion and your will of expressing it physically allows you to wield the light in useful ways. You use your Charisma whenever a lightsmith spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a lightsmith spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting[edit]

You can cast a lightsmith spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Power Ring Casting[edit]

You need to wear your power ring in order to cast lightsmith spells, and any spell you cast that creates a visual effect or solid object appears as a hard light construct in the colour of your emotional shade, but otherwise acts the same. If you stop wearing your power ring, any lightsmith spells you have active immediately end.

Arsenal of Light[edit]

At 2nd level, you begin to understand the power of your ring, represented by a pool of light points, which allow you to manipulate your light further. You have 1 light point, and you gain additional light points at higher levels as shown on the Light Points column of the Lightsmith table. You can never have more light points than shown on the table for your level. You regain all expended light points when you finish a short or long rest.

Lantern's Light[edit]

Also at 2nd level, you gain ways to use your light points. As a bonus action on your turn you can spend 1 light point. If you do, choose one of the following features. You gain all its benefits:

  • Agonizing Light: For a number of rounds equal to your Charisma modifier (minimum of 1), whenever you deal damage with your Light Beams or Light Weapons, you deal additional 1 force damage. Agonizing Light requires concentration.
  • Bolster Defense: You gain temporary hit points equal to your Charisma modifier (minimum of 1).
  • Emotional Tools: You conjure one set of thieves' tools or a set of artisan's tools. These tools last for 1 hour.
  • Lightspeed: For 1 minute, your speed increases by 10 feet.
  • Lightweight: For 1 round, your descent slows to 60 feet per round. If you touch the ground before this effect ends, you take no falling damage and you can land on your feet. You can activate Lightweight as a reaction, instead of a bonus action, which you take when you fall.

You can only have one of each effect active at once. If you stop wearing your power ring, any of these effects still active immediately end.

When you reach 10th level in this class, you may have Bolster Defense grant temporary hit points equal to half your lightsmith level instead, and your Agonizing Light instead deals additional force damage equal to half your Charisma modifier (minimum of 1).

Ability Score Improvement[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]

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

Lantern's Might[edit]

At 6th level, you gain new ways to use your light points. As an action, you can expend 1 light point. If you do, choose one of the following features. You gain all its benefits:

  • Armour of Light: For each light point spent, you get a +1 bonus to AC for 1 minute. Armour of Light requires concentration.
  • Hardened Light: For each light point spent, choose a damage type from the following: acid, bludgeoning, cold, fire, lightning, piercing, slashing, or thunder. You gain resistance to the chosen damage types for 10 minutes.
  • Precision Attacks: For each light point spent, you gain a +1 bonus to attack and damage rolls for your Light Beams and Light Weapons for 1 minute. Precision Attacks requires concentration.
  • Protective Veil: For each light point spent, you gain a +1 bonus to all saving throws for 1 minute. Protective Veil requires concentration.

You can only have one of each effect active at once. If you stop wearing your power ring, any of these effects still active immediately end.

You can expend additional light points to activate these effects at higher levels, up to 2 light points at 10th level, and up to 3 light points at 14th level.When you reach 10th level in this class, the following damage types are additionally available for Hardened Light resistance options: force, nectrotic, poison, psychic, and radiant.

Emotional Filter[edit]

At 14th level, while you are wearing your power ring, you have advantage on saving throws against being charmed, you are immune to spells and other effects that would change your emotions against your will, and your ring provides a perfect filter that generates clean air to breathe, such that you are immune to spells and other effects that you would breathe in, and you can still breathe normally even when breathable air isn't present.

Unending Emotion[edit]

At 20th level, at the beginning of your turn, if you have nounexpended light points, you regain one expended light point.

Emotional Shades[edit]

When wielding the light of emotion, one must choose which emotion they strongly resonate with from the emotional spectrum, each representing a different colour. As each emotion sparks a different feeling in people, the light it generates behaves differently and grants a lightsmith different effects.

Rage[edit]

"With blood and rage of crimson red, ripped from a corpse so freshly dead, together with our hellish hate, we'll burn you all-that is your fate." - Red Lantern Oath

Sense Rage[edit]

When you choose this shade at 1st level, you gain the ability to sense the rage of people around you. As an action, you can sense creatures that are feeling rage within 60 feet of you. If you spend another action to focus on a creature that is feeling rage that you can see within 30 feet, you can discern the reason for their rage.

Searing Rage[edit]

Also at 1st level, your deep rage augments your hard light constructs with a burning red anger. When you deal damage with your Light Beams or Agonizing Light, you can choose to deal that much fire damage instead. In addition, your rage lets you choose from an expanded list of spells. When you reach certain levels, you learn additional spells. These spells count as lightsmith spells for you and are always prepared, but they don't count against the number of lightsmith spells you can prepare each day.

Rage Spells[edit]

2nd|hellish rebuke, searing smite 5th|augury, scorching ray 9th|clairvoyance, fireball 13th|divination, wall of fire 17th|scrying, immolation

Optional Feature: Unbeating Heart[edit]

A Red Lantern's power ring takes over their vitals causing their heart to stop beating. If you and your DM agree, you can use this optional feature starting from 1st level. Your heart no longer beats. Creatures have disadvantage on Wisdom (Medicine) checks to determine if you are alive or to stabilize you, you are immune to any effects that require you to have a heart, and you can add half your Charisma modifier (minimum of +1) to your death saving throws. If your power ring is removed, unless a greater restoration or similar spell is cast on you as it is removed, you die.

Burning Blood[edit]

At 3rd level, you harness your boiling blood as a weapon. As an action, you can spend 1 light point and spew searing blood from your mouth. Each creature within a 15 foot cone in front of you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 fire damage and takes another 1d4 fire damage at the beginning of each of its turns for a number of rounds equal to your Charisma modifier (minimum of 1). A creature can use its action to wipe the blood off and end this effect early. On a successful save, a creature takes half as much damage and isn't burned. The initial damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Reckless Fury[edit]

At 7th level, when you take the attack action on your turn, you can choose to do so recklessly. If you do, you gain advantage on all melee weapon attacks you make until the end of your turn, you can take an additional melee weapon attack as a bonus action, and other creatures have advantage on melee attacks against you until the start of your next turn. In addition, if a hostile creature within 5 feet of you that you can see deals damage to you while you have temporary hit points granted by your lightsmith spells or features, you can use your reaction to spit blood and deal fire damage equal to half your Charisma modifier (rounded up, minimum of 1) to it.

Primal Flames[edit]

At 11th level, your lightsmith spells and features ignoreresistance to fire damage, and immunity is treated as resistance. In addition, your flames produced by lightsmith spells and features can't be put out by nonmagical means.

Blind Rage[edit]

At 17th level, you can enter a state of pure anger. You can enter this state as an action and it lasts for 1 minute. While in this state, you gain the following benefits:

  • You become blind.
  • You gain blindsight out to a range of 30 feet.
  • You are immune to the charmed condition.
  • You have advantage on saving throws against spells andeffects that would restrict your movement.
  • Creatures that start their turn within 5 feet of you or move within 5 feet of you for the first time on their turn take firedamage equal to your Charisma modifier (minimum of 1).
  • Your weapon attacks score a critical hit on a roll of 18-20.
  • You don't fall unconscious when falling to 0 hit points, butyou still roll death saving throws as normal.

This state ends early if your turn ends and you haven't attacked a creature since the end of your last turn, if you fall unconscious, or if you die. If you have 0 hit points when this state ends, you fall unconscious. Once you use this feature, you can't use it again until you finish a long rest.

Avarice[edit]

"What's mine is mine and mine and mine and mine and mine and mine and mine! Not yours!" - Orange Lantern Oath

Sense Avarice[edit]

When you choose this shade at 1st level, you gain the ability to sense the greed and wants of people around you. As an action, you can sense creatures that are feeling avarice within 60 feet of you. If you spend another action to focus on a creature that is feeling avarice that you can see within 30 feet, you can discern what they most want in that moment.

Greedy Fingers[edit]

Also at 1st level, you learn the mage hand cantrip. Charisma is your spellcasting ability for it. When you gain the spellcasting feature at 2nd level, it becomes a lightsmith cantrip for you, but it doesn't count against the number of cantrips you know. Additionally, when you make a Dexterity (Sleight of Hand) check with your mage hand to pick a creature's pocket or steal an item, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1). If you successfully steal an object unnoticed that your mage hand can carry, you can have the hand pull the object to your space, turning aroundcorners if there is no direct path. Lastly, your avarice lets you choose from an expanded list of spells. When you reach certain levels, you learn additional spells. These spells count as lightsmith spells for you and are always prepared, but they don't count against the number oflightsmith spells you can prepare each day.

Avarice Spells[edit]

2nd|absorb elements, purify food and drink 5t|locate object, protection from poison 9th|catnap, hunger of Hadar (force damage) 13th|dominate beast, locate creature 17th|dominate person, planar binding

Deep Pockets[edit]

Starting at 3rd level, you count as one size larger when determining your carrying capacity, and your lantern battery acts as a bag of holding, but only you can retrieve items from it.

Lantern of Holding[edit]

Normally power rings and lantern batteries are indestructible, but your DM may rule otherwise. If your lantern battery is destroyed while storing items, its contents are expelled from the lantern.

Energy Thief[edit]

At 7th level, when you touch a creature, object, or magical effect, you can consume its magical essence. As an action, expend 2 light points. If a spell is affecting the target, make a Charisma ability check. The DC equals 10 + the spell's level. On a successful check, the spell ends, and you regain one expended spell slot of a level equal to half the spell's level (rounded up) or lower.

Insatiable Glutton[edit]

At 11th level, you are immune to any poison or similar negative effect that you ingest, and you can eat rotten or spoiled food as if it was fresh. If you eat twice as much as you would require to gain the benefits of a long rest, you can go twice as long without taking another long rest before gaining a point of exhaustion. In addition, you can gain the benefits of a long rest one additional time within 24 since your last long rest.

Overcharge[edit]

At 17th level, after you charge your power ring at the end of a short or long rest, for as long as you carry your lantern battery, your maximum light points increases by a number equal to your Charisma modifier (minimum of +1) until you finish a short or long rest. You also gain that many light points.

Fear[edit]

"In blackest day, in brightest night, beware your fears made into light. Let those who try to stop what's right, burn like my power--Yellow Lantern's might!" -Yellow Lantern Oath

Sense Fear[edit]

When you choose this shade at 1st level, you gain the ability to sense the fear of people around you. As an action, you can sense creatures that are feeling fear within 60 feet of you. If you spend another action to focus on a creature that is feeling fear that you can see within 30 feet, you can discern the object of their fear.

Frightening Presence[edit]

Also starting at 1st level, you gain a bonus to Charisma (Intimidation) checks equal to your proficiency bonus. In addition, your fear lets you choose from an expanded list of spells. When you reach certain levels, you learn additional spells. These spells count as lightsmith spells for you and are always prepared, but they don't count against the number of lightsmith spells you can prepare each day.

Fear Spells[edit]

2nd|cause fear, dissonant whispers 5th|blindness/deafness, hold person 9th|enemies abound, fear 13th|banishment, phantasmal killer 17th|dream, synaptic static

Weaponized Fear[edit]

At 3rd level, you gain a bonus to attack rolls against frightened creatures equal to half your Charisma modifier (minimum of +1). If you are the object of its fear, you instead gain a bonus to the roll equal to your Charisma modifier (minimum of +1).

Frightening Visions[edit]

At 7th level, as an action you can spend 1 light point to flash terrifying images in the eyes of a creature. Choose a creature you can see within 30 feet. You create a floating incorporeal construct in front of it that takes the form of something the creature fears. It must make a Wisdom saving throw against your spell save DC or become frightened for 1 minute. It must use its action to dash away from the visions, but if there is nowhere to move it can take the dodge action. When the effect wears off, the creature remembers seeing the images but believes it to be of their imagination. On a successful save, the creature recognizes the images as magical in nature. A blind creature has advantage on this saving throw.

Psychological Torment =[edit]

At 11th level, the fear you inflict in others torments their minds. Creatures that are frightened of you and can see you take 1d6 psychic damage at the start of their turns. This damage does not wake creatures that would be awoken when taking damage. In addition, your lightsmith spells and features can affect sentient undead and constructs as if they didn't have the undead or construct creature type, but they have advantage on saving throws against being frightened.

Fear Incarnate =[edit]

At 17th level, you can transform into an avatar of fear. You can transform this way as an action and it lasts for 1 minute. While transformed this way, you gain the following benefits:

  • You appear as a spined, fanged, or otherwise scary version of yourself.
  • Sentient creatures that start their turn within 5 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, it becomes frightened of you until

the transformation ends.

  • Creatures targetted by your lightsmith spells and features that have immunity to the frightened condition instead lose immunity and have advantage on saving throws to resist being frightened against your lightsmith spells and features.
  • You have advantage on Constitution saving throws to maintain concentration on lightsmith spells that are causing creatures to be frightened.
  • You have resistance to all damage dealt by creatures that are frightened of you.
  • When you hit a creature with an attack, if it has less than half its maximum hit points remaining, it must make a Wisdom saving throw. On a failed save, it becomes frightened of you until the transformation ends.

This transformation ends early if you are incapacitated, you fall unconscious or die, or you end it early as a bonus action. Once you transform in this way, you can't do so again until you finish a long rest.

Willpower[edit]

"In brightest day, in blackest night, no evil shall escape my sight. Let those who worship evil's might, beware my power-Green Lantern's light!" - Green Lantern Oath.

Sense Will[edit]

When you choose this shade at 1st level, you gain the ability to sense the willpower of people around you. As an action, you can sense creatures that are feeling willpower within 60 feet of you. If you spend another action to focus on a creature that is feeling will that you can see within 30 feet, you can discern the reason for their will.

Willpowered Light[edit]

Also at 1st level, you gain proficiency with martial weapons. In addition, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can reroll the die. You can do so after you roll, but before the outcome is determined. You may use either roll. Once you use this feature, you can't use it again until you finish a short or long rest. Lastly, you have advantage on saving throws against being frightened.

Emerald Combatant[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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 in both 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.
  • 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.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
  • Willfull Defense: While you are using your lightsmith Unarmoured Defense,you gain a +1 bonus to AC.

Unrelenting Spirit[edit]

At 7th level, when you fail a saving throw, you can expend 1 light point to reroll it, potentially causing you to succeed. You must use the new roll. Once you use this feature, you can't use it again until you finish a long rest. You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 18th level.

Fearless[edit]

At 11th level, you are immune to the frightened condition, and creatures don't gain advantage or bonuses on attack rolls against you as a result of having allied creatures within 5 feet of you. In addition, as a bonus action you regain hit points equal to your Charisma modifier (minimum of 1) for each hostile creature you can see within 10 feet of you (maximum of 5 creatures). Once you use this feature, you can't use it again until you finish a short or long rest.

Refusal To Surrender[edit]

At 17th level, your willpower reaches past its limits. You can enter this state as an action and it lasts for 1 minute. While in this state, you gain the following benefits:

  • You shed bright green light in a 10 foot radius, and dim green light for an additional 10 feet.
  • You gain resistance to bludgeoning, piercing, and slashing damage, and one additional damage type of your choice.
  • When you roll damage for your Light Beams, Light Weapons, or a lightsmith spell, you deal an additional 1d4 points of damage.
  • Your weapon attacks score a critical hit on a roll of 18-20.
  • This state ends early if you willingly move more than 10 feet away from a hostile creature and there are no other hostile creatures closer than it at the end of your movement, you are incapacitated, you fall unconscious or die, or if you end it early as a bonus action. Once you enter this state, you can't do so again until you finish a long rest.

Hope[edit]

"In fearful day, in raging night, with strong hearts full our souls ignite. When all seems lost in the war of light, look to the stars--for hope burns bright." - Blue Lantern Oath

Sense Hope[edit]

When you choose this shade at 1st level, you gain the ability to sense the hope of people around you. As an action, you can sense creatures that are feeling hope within 60 feet of you. If you spend another action to focus on a creature that is feeling hope that you can see within 30 feet, you can discern the reason for their hope.

Soothing Light[edit]

Also at 1st level, you have advantage on Charisma (Persuasion) checks to calm a creature. In addition, your hope lets you choose from an expanded list of spells. When you reach certain levels, you learn additional spells. These spells count as lightsmith spells for you and are always prepared, but they don't count against the number of lightsmith spells you can prepare each day.

Hope Spells[edit]

2nd|bless, cure wounds 5th|calm emotions, lesser restoration 9th|beacon of hope, remove curse 13th|aura of life, aura of purity 17th|greater restoration, mass cure wounds

Inspiring Light[edit]

At 3rd level, you can inspire your allies with the light of hope. As a bonus action, you can expend 1 light point to grant a creature that can see you within 30 feet of you a Hope Die represented as a d6. Once within the next 10 minutes, the creature can expend the die in the following ways:

  • Encouraging Hope: When a creature makes an ability check, it can roll the Hope Die and add it to the total. It can do so after the roll but before the outcome is determined.
  • Protective Hope: When a creature makes a saving throw, it can roll the Hope Die and add it to the total. It can do so after the roll but before the outcome is determined.
  • Rallying Hope: When a creature makes an attack or damage roll, it can roll the Hope Die and add it to the total. If hthe creature adds the die to an attack roll, it can do so after the roll, but before the outcome is determined. Restorative Hope: As a bonus action, a creature can roll the Hope Die and regain hit points equal to the roll plus your Charisma modifier (minimum of +0). A creature can only have one Hope Die at a time. Your Hope Die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level.

Give Hope[edit]

At 7th level, you gain new ways to give others hope. As an action, you can expend 1 light point to show hopeful visions through blue light. Choose a creature you can see within 30 feet. You create a floating incorporeal construct in front of it that takes the form of something the creature hopes for. One charmed or frightened effect you choose affecting the creature ends. If the creature isn't being affected by either condition, the creature pacifies and chooses not to be hostile for 10 minutes. At the end of the duration, the creature can choose to become hostile or stay passive. The effect ends early if the creature takes damage, is forced to make a saving throw, or if it deems actions against it as hostile or against its best interest (such as creatures stealing its possessions). When the effect ends, the creature remembers seeing the images, but believes it to be of their imagination. An unwilling creature must make a Wisdom saving throw against your spell save DC to become affected, and does so with advantage if you or your companions are fighting it. On a successful save, the creature recognizes the images as magical in nature. A blind creature has advantage on this saving throw.

Aura of Light[edit]

At 11th level, each allied creature within 30 feet of you that can see you gain a +1 bonus to all saving throws. As an action, you can temporarily empower this aura. Until the start of your next turn, allied creatures also gain a +1 bonus to AC and gain temporary hit points equal to your Charisma modifier (minimum of 1).

Supercharging Hope[edit]

At 17th level, your hope invigorates all allies around you. You can enter this state as an action and it lasts for 1 minute. While in this state, you gain the following benefits: Each allied creature within 30 feet of you gains a +1 bonus to attack and damage rolls. Each allied creature within 30 feet of you is immune to the blinded, charmed, deafened, and frightened conditions. Each allied creature within 30 feet of you ignores all effects of exhaustion. When you empower your Aura of Light, each affected creature also regains 1d8 hit points. When an allied creature within 30 feet of you that you can see falls to 0 hit points, you can use your reaction to stabilize it.This state ends early if you are incapacitated, you fall unconscious or die, or if you end it early as a bonus action.Once you enter this state, you can't do so again until youfinish a long rest.

Compassion[edit]

"Tor lorek san, bor nakka mur, natromo faan tornek wot ur. Ter Lantern ker lo Abin Sur, taan lek lek nok--Formorrow Sur!" - Indigo Lantern Oath

Sense Emotion[edit]

When you choose this shade at 1st level, you gain the ability to sense the emotion of people around you. As an action, you can sense creatures that are feeling emotions from rage, avarice, fear, will, hope, compassion, or love, within 60 feet of you, and you also know which emotion they are feeling.

Elusive Light[edit]

Also at 1st level, you are more difficult to track through normal or magical means. While you are wearing your power ring, creatures have disadvantage on Wisdom (Survival) checks made to track you or your party, and you can't be targetted by any divination magic or percieved through magical scrying sensors unless you allow it. You can also speak, read, and write Indigo, a language known only by the Indigo Lanterns. It can't be translated by magical means. In addition, your compassion lets you choose from an expanded list of spells. When you reach certain levels, you learn additional spells. These spells count as lightsmith spells for you and are always prepared, but they don't count against the number of lightsmith spells you can prepare each day.

Compassion Spells[edit]

2nd|animal friendship, ceremony 5th|calm emotions, misty step 9th|blink, nondetection 13th|banishment, dimension door 17th|far step, teleportation circle

Emotional Empath[edit]

At 3rd level, you learn to emulate other emotions of the spectrum. While you are within 60 feet of a creature feeling an intense emotion, you can use a feature associated with it. If no such creatures are around, you can attempt to channel the emotion yourself.

  • Rage:

As an action, expend 1 light point, and spray boiling red blood in a 15 foot cone in front of you. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one.

  • Avarice:

As an action, expend 1 light point, and an orange construct hand appears in a space you can see within 60 feet. The object immediately attempts to grab an object in the same space. If the object weighs more than 10 pounds, it fails and the hand disappears. If the object is being worn or carried, you must make a Charisma check constested against the target's Strength check. On a success, your hand takes the object. On a failure, the hand disappears. If the hand successfully grabs an object, it pulls the object to you, around corners if there is no direct path.

  • Fear:

As an action, expend 1 light point, and a creature you choose within 30 feet of you that can see you must make a Wisdom saving throw against your spell save DC. On a failed save, it becomes frightened of you for 1 minute. Constructs and undead are immune to this feature.

  • Willpower:

As a reaction, which you take when you fail a saving throw by 5 or less, expend 1 light point, and you can reroll the saving throw. You must use the new roll. Hope: As an action, expend 1 light point, and a creature you choose within 30 feet of you that you can see regains hit points equal to 1d8 + your Charisma modifier (minimum of +0).

  • Love:

As an action, expend 1 light point and choose a creature you can see within 30 feet. The creature must succeed on a Strength saving throw against your spell save DC or become encased in violet crystal. On a failed save, the creature is petrified for 1 minute, and it can make a Wisdom saving throw against your spell save DC at the end of each of its turn, ending the effect on a success.

  • Channelling Other Emotions

Emulating emotions isn't as easy as thinking about it. Forcing yourself to feel an emotion is one step, and then controlling it rather than letting it control you is another entirely. As a DM, it is up to you to decide whether a Compassion lightsmith is able to channel other emotions depending on their character's personality, flaws, backstory, and current situation.

Feel Compassion[edit]

At 7th level, you can force creatures to feel compassion for those around it and reflect on their actions. As an action, expend 1 light point and choose a creature you can see within 30 feet. That creature must make a Wisdom saving throw against your spell save DC. On a failed save, it becomes compassionate for 10 minutes, and seeks to help those around it (not to its own detriment). The effect ends early if the creature takes damage, is forced to make a saving throw, or if it deems actions against it as hostile or against its best interest (such as creatures stealing its possessions). A creature has advantage on this saving throw if you or your allies are fighting it or if it is blind. When the effect ends, it can choose to become hostile, or stay compassionate, depending on the creature's circumstances.

Enhanced Empathy[edit]

At 11th level, while you are within 60 feet of a creature feeling an intense emotion, or when you are channelling that emotion, you have access to additional spells. These spells are lightsmith spells for you and are prepared, but they don't count against the number of lightsmith spells you can prepare each day. If a spell you cast this way has an effect active and you stop channeling its emotion, or stop being in range of a creature feeling that emotion, the spell ends.

Emotion Spells =[edit]

  • Rage|hellish rebuke
  • Avarice|catnap
  • Fear|dissonant whispers
  • Willpower|heroism
  • Hope|lesser restoration
  • Love|charm person

Indigo Transportation[edit]

At 17th level, your teleportation skills reach their peak. You can expend 7 light points to cast the teleport spell. It counts as a lightsmith spell for you. Once you cast a spell this way, you can't do so again until you finish a long rest.

Love[edit]

"For hearts long lost and full of fright, for those alone in blackest night. Accept our ring and join our fight, love conquers all with violet light!" - Violet Lantern Oath

Sense Love[edit]

When you choose this shade at 1st level, you gain the ability to sense the love of people around you. As an action, you can sense creatures that are feeling love within 60 feet of you. If you spend another action to focus on a creature that is feeling love that you can see within 30 feet, you can discern the object of their love.


Object of your Love[edit]

Also at 1st level, you decide on what you choose to be your greatest love, whether it is a place, a group of people, or a specific person. If the object of your love is a person or a group of people, you always know if they are alive, so long as they are on the same plane of existence as you. If you spend 1 minute concentrating, you can tell the general direction of the object of your love, so long as it is on the same plane of existence as you. You must be wearing your power ring to gain these benefits.In addition, your love lets you choose from an expanded list of spells. When you reach certain levels, you learn additional spells. These spells count as lightsmith spells for you and are always prepared, but they don't count against the number of lightsmith spells you can prepare each day.

Love Spells[edit]

  • 2nd|charm person, sanctuary
  • 5th|enthrall, suggestion
  • 9th|life transference, sending
  • 13th|charm monster, locate creature
  • 17th|modify memory, Rary's telepathic bond

Connected Minds[edit]

At 3rd level, you can use your action and expend 1 light point to connect your mind with those of your allies. Choose a number of other willing creatures you can see up to your Charisma modifier (minimum of one). Each of those creatures can telepathically communicate with each other as long as they are within 1 mile of each other, and they know where each other creature is in relation to themselves. The telepathic bond lasts for 10 minutes, or it ends early if you are incapacitated, if you fall unconscious or die, or if you end it as a bonus action.

Loving Embrace[edit]

At 7th level, you can show creatures the light of love. As an action, expend 1 light point, and choose a creature you can see within 30 feet. That creature must make a Wisdom saving throw against your spell save DC. On a failed save, for 1 minute, the creature feels a loving call from those closest to it and it seeks out creatures that it loves, if it knows where they are and it thinks it could reasonably get there. If no such creatures exist, it instead becomes infatuated with one creature it can see that most closely resembles a type of creature it is attracted to. When the effect ends, it remembers the loving call, but believes it to be its imagination. A creature has advantage on the saving throw if you or your allies are fighting it, or if it is blind. The effect ends early if the creature takes damage or is forced to make a saving throw.

Sapphire Crystalization[edit]

At 11th level, you can encase a creature in a violet crystal construct. As an action, expend 2 light point and choose one creature you can see within 30 feet. The creature must succeed on a Strength saving throw against your spell save DC or become trapped and lifted into a suspended state of animation. On a failed save, the creature becomes incapacitated and falls into a dream like state where they forcefully feel love. While trapped, they are immune to all damage, and any curses, diseases, or poisons that are currently affecting it subside for the duration. The creature can make a Wisdom saving throw against your spell save DC at the end of each of its turns, freeing itself on a success. Whenever the crystal takes damage, the creature can repeat the Wisdom saving throw. If the creature is unwilling, it automatically breaks free after 1 minute. If the creature is willing, it can choose to fail any saving throw it is subjected to, and can stay crystalized for as long as you leave it. While encased, the creature does not age, and it does not need to eat or sleep.

Love Knows No Bounds[edit]

At 17th level, nothing can keep you from the object of your love. If you concentrate on the object of your love for 1 minute and expend 5 light points, you can teleport yourself and a number of other willing creatures up to your Charisma modifier (minimum of 0) within 10 feet of you to the object of your love, even if that location is on another plane of existence. If the object of your love is a group of creatures, you teleport to the largest congregation of them. If none such congregation exists, you must specify which creature you are teleporting to. Once you teleport in this way, you can't do so again until you finish a long rest.

Lightsmith Spells[edit]

Cantrips (0 Level)[edit]

Blade Ward Booming Blade Create Bonfire Dancing Lights Gust Light Mage Hand Message Minor Illusion Prestidigitation Shillelagh Sword Burst Thorn Whip Thunderclap True Strike

1st Level[edit]

Alarm Catapult Color Spray Comprehend Languages Detect Evil and Good Detect Magic Earth Tremor Ensnaring Strike Entangle Expeditious Retreat Faerie Fire False Life Find Familiar Fog Cloud Grease Hail of Thorns Identify Jump Longstrider Mage Armor Magic Missile Shield Shield of Faith Silent Image Tenser's Floating Disk Thunderwave Zephyr Strike

2nd Level[edit]

Arcane Lock Cloud of Daggers Dust Devil Earthbind Find Steed Find Traps Flock of Familiars Gust of Wind Knock Levitate Magic Mouth See Invisibility Shatter Web

3rd Level[edit]

Clairvoyance Conjure Animals Conjure Barrage Fly Glyph of Warding Haste Leomund's Tiny Hut Major Image Phantom Steed Pulse Wave Tidal Wave Tongues Water Walk

4th Level[edit]

Arcane Eye Conjure Minor Elementals Conjure Woodland Beings Find Greater Steed Freedom of Movement Grasping Vine Guardian of Faith (force damage) Otiluke's Resilient Sphere Stoneskin

5th Level[edit]

Bigby's Hand Conjure Volley Creation (inedible) Insect Plague Legend Lore Telekinesis Wall of Light