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 Augur you gain the following class features.

Hit Points

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

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