Luminary (5e Class)

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Luminary[edit]

The status of the Luminary is all in the blood. Your kingdom was destroyed as a result of your birth or A blood relative is a descendant of a grand and valiant hero. From the bravest heroes to the most intelligent wizard you have gained this power in the form of a mark that manifests somewhere on your body.

The Born and Blessed[edit]

Some heroes are born and some are blessed, Luminaries are both. Driven from a heroic bloodline you draw power from an unseen source that only exists when people are grateful to you and your party. This source is called Benevolessence. Some heroes draw power from the bonds they form with their party. Manifesting in being pumped up while fighting alongside friends. Other heroes don't need a power source other than their pure determination to save the world. Manifesting as an unwillingness to lose and a refusal to be stopped. no matter what type of hero you are you were born to save the world and you can feel that in your blood.

Creating a Luminary[edit]

300px-Toriyama_DQ_Illustrations.png

Example of Heroes


Quick Build

You can make a Luminary quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution, or Intelligence if you go mage or sage, or Wisdom if you go priest. Second, choose the Folk Hero background. Third, choose a longsword or rapier, scale mail, and an explorer's pack.

Class Features

As a Luminary you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All melee weapons, shortbow, longbow
Tools: None
Saving Throws: Strength, and your choice of Dexterity or Constitution.
Skills: Choose three of the following: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Religion Sleight of Hand, and Stealth.

Equipment

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

Table: The Luminary

Level Proficiency
Bonus
Features Skill Points Skills Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Skills, Fighting Style 2 2
2nd +2 Zap 5 2
3rd +2 Vocation 8 3 3 2
4th +2 Ability Score Improvement, Martial Versatility 16 3 4 3
5th +3 Extra Attack 19 4 4 3
6th +3 Ability Score Improvement 21 4 4 3
7th +3 Vocation Feature 24 4 5 4 2
8th +3 Ability Score Improvement, Martial Versatility 32 5 6 4 2
9th +4 Zapple 35 5 6 4 2
10th +4 Vocation Feature 38 5 7 4 3
11th +4 Extra Attack (2) 41 6 8 4 3
12th +4 Ability Score Improvement, Martial Versatility 49 6 8 4 3
13th +5 Vocation Dip 52 7 9 4 3 2
14th +5 Ability Score Improvement 55 7 10 4 3 2
15th +5 Vocation Feature 58 8 10 4 3 2
16th +5 Ability Score Improvement, Martial Versatility 66 8 11 4 3 3
17th +6 Kazap 69 9 11 4 3 3
18th +6 Harnessed Light 72 9 11 4 3 3
19th +6 Ability Score Improvement, Martial Versatility 75 10 12 4 3 3 1
20th +6 Vocation Feature 78 10 13 4 3 3 1

Spellcasting and spells known applies only to three subclasses, the Mage, Priest, and Sage. It is up here so it is easier to see.

Skills[edit]

Starting at 1st level, due to your intense training, you have gained access to certain skills. These skills are useable only while wielding certain weapons, as described below. To use a skill, you must expend the requisite amount of skill points and an attack action, unless otherwise stated. The skill points column of the luminary class table shows you how many skill points you have. The skills are detailed here: List of Skills. You may swap out your skills after finishing a long rest, and recover all expended skill points after finishing a long rest or half as much on a short. You gain more skills as you level up, as shown in the skills known column of the class table. Some skills require a saving throw. Your skill save DC for your skills equals 8 + your Strength or Dexterity modifier + your proficiency bonus.

Fighting Styles[edit]

At 1st 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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack roll against it, provided the creature isn't hidden from you. You also gain blindsight out to 10 ft.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +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.

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.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction

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.

Zap[edit]

You learn how to strike foes with lightning from the sky. Starting at 2nd level, as an action, you can expend three skill points to call down lightning to strike your foes. Choose a creature within 30 ft of you. That creature must make a Dexterity saving throw or take 5d8 lightning damage. Uses your skill save DC. (Zap)

Starting at 9th level, you can expend 6 skill points to gain the following: range increase from 30 ft to 45 ft, radius increase to 10 ft, and lightning damage increase to 8d8. (Zapple)

Starting at 17th level, you can expend 12 skill points to gain the following: range increase from 45 ft to 60 ft, radius increase to 20 ft, and lightning damage increase to 10d10. (Kazap)

Vocation[edit]

At 3rd level, you choose between one of the Vocations detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 20th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Martial Versatility[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to luminaries.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Vocation Dip[edit]

You have learned how to take a bit from other vocations. At 13th level, you may choose 1 3rd level feature from a vocation other than your own. You are considered a 3rd level luminary for the purposes of that feature. Upon gaining a level, you may swap out the feature for another. If spellcasting is chosen and you already have spellcasting, add 1 spellcasting level for the purposes of amount of spell slots.

Harnessed Light[edit]

You have learned how to harness the power of light that has been inside you. Starting at 18th level, all weapon attacks you make deal an additional 1d10 radiant damage. Furthermore, you can, as an action, make one slash at a foe within 120 ft of you. Make a ranged weapon attack using Strength or Dexterity, your choice. On a hit, the creature takes an amount of radiant damage equal to 3 times your normal weapon damage. For example, if you hit with a greatsword, then you deal 6d6 radiant damage. You may do so once, and can do so again after finishing a long rest.

Vocations[edit]

Gladiator[edit]

Gladiators focus more on dishing out damage than on surviving. This has them tend to hurt themselves in exchange for dishing out more damage than any other vocation.

Weapon Mastery

You have trained well in the ways of certain weapons. At 3rd level, you gain two extra greataxe skills and one extra skill for one of the following: longsword, spear, or unarmed strikes. These skills do not count against your skills known.

Rampage

You have learned how to keep on striking. Starting at 3rd level, as a bonus action, you can enter a rampage for 1 minute. While in this rampage, you can only use your action to take the attack action. If you can make an opportunity attack against a hostile creature, you must do so. Each time you hit, you deal 1d4 extra weapon damage. This increases to 1d6 at 10th level, and 1d8 at 20th level. You may exit rampage early as a bonus action on any of your subsequent turns. You may do so three times, regaining all expended uses upon finishing a long rest.

Double-Edged Strike

You have learned how to sacrifice your health to hurt your foes even more. Starting at 7th level, as an action, you can make a single melee weapon attack against one creature within range. You can expend up to half your hit dice on this attack. Roll each hit die you have expended and add double the roll to the damage roll.

Hardened Critical

You have learned how to strike harder at weak points. Starting at 10th level, your attacks score a critical hit on a 19 or 20 on the d20. Furthermore, whenever you land a critical hit, you roll an additional die of weapon damage.

Double-Up

You have learned how to increase your strength at the cost of your defense. Starting at 15th level, you may, as a bonus action, increase your Strength score by 4 and decrease your AC by 4 for 1 minute. You can do so once, being able to do so again after finishing a short or long rest.

Feel the Burn

You have learned how to strike harder after being hit. After being hit with an attack, you deal an additional die of weapon damage against the creature that hit you. This stacks, and resets to 0 dice at the end of your next turn.

Quick Links: Luminary, Vocations, List of Skills

Mage[edit]

Thirdcaster. Conjuration/Evocation spells. Wizard. arcane focus is the spellcasting focus.

Weapon Mastery

You have trained well in the ways of the whip. At 3rd level, you gain two additional skills for the whip, and you may use the whip as an arcane focus for your spells. These skills do not count against your skills known.

Arcane Spellcasting

Your studying efforts have borne fruit. Starting at 3rd level, you can cast spells.

Cantrips

At 3rd level, you know 2 cantrips from the wizard spell list. You learn an additional cantrip at 10th level.

Spells Known of 1st Level and Higher

You know 3 1st-level spells of your choice from the wizard spell list, two of which must be from the conjuration and/or evocation schools of magic. For example, you can learn the spells maelstrom, variant, miracle moon, and color spray.

The Spells Known column of the luminary table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Additionally, when you gain a level in this class, you can choose one of the class spells you know and replace it with another spell from the class spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since you learn your spells through rigorous study and memorization. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

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

Spell attack modifier = proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your mage spells.

Critical Ruin

You have learned how to bolster the potential of spells. Starting at 7th level, as a bonus action, you may choose up to 3 creatures that you can see and can cast spells. For 1 minute, their critical hit range for spells increases to 19-20. You may do so an amount of times equal to your Intelligence modifier. You regain all expended uses after finishing a long rest.

Deceleratle

You have learned how to slow foes down. Starting at 10th level, as an action, you may choose a point within 30 ft of you. Each creature within a 5 ft radius centered on the point chosen must make a Wisdom saving throw against your mage spell save DC or have their movement speed halved. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses after finishing a long rest.

Kasap

You have learned how to lessen the defenses of foes. Starting at 15th level, as an action, you may expend a spell slot and target a 5 ft radius within 30 ft of you. Each creature in the radius must make a Constitution saving throw against your mage spell save DC or have their AC reduced by the level of the spell slot expended. If using spell points, treat it as the spell slot created using the spell points.

Magic Burst

You have learned how to channel magic and force it into an area to explode. As an action, choose a point within 60 ft of you. Each creature within a 30 ft radius sphere of the chosen point must make a Constitution saving throw against your mage spell save DC and take 20d12 force damage on a failed save, or half as much on a successful one. You may do so once, and are able to do so again after finishing a long rest.

Quick Links: Luminary, Vocations, List of Skills

Martial Artist[edit]

Close combatant. Quarterstaff/unarmed strike specialty.

Weapon Mastery

You have trained well in the ways of certain weapons. At 3rd level, you gain two extra quarterstaff skills and one additional unarmed strike skill. These skills do not count against your skills known.

Pugilist Striker

You have mastered using your body to strike hard at foes. Starting at 3rd level, whenever you make a quarterstaff, or unarmed strike attack, you may use a d4 in place of the normal damage die. This increases to a d6 at 7th level, d8 at 10th level, and a d10 at 15th level.

Muster Strength

You have learned how to hit a little harder. Starting at 7th level, you can use a bonus action to strengthen yourself. For 1 minute, increase the damage die used in melee attacks by 1, up to a d12. d4 becomes d6, d6 becomes d8, d8 becomes d10, and d10 becomes d12. If a d12, add an extra d4. You may do so again after finishing a short or long rest.

Meditation

You have learned how to relax and heal in the midst of battle. As an action, you may roll 2d10 + your Constitution modifier and regain that many hit points. You may do so twice, and regain both uses after finishing a short or long rest.

Flash Stance

You have learned how to hone your body to more easily strike at weak points. Starting at 15th level, you can use your bonus action to enter a flash stance for 1 minute. During this minute, you score a critical hit on a 19-20 on the d20 and have advantage on all attack rolls using either a quarterstaff or unarmed strikes. You may do so once, and are able to do so again after finishing a short or long rest.

Divide and Conquer

You have learned how to split yourself and strike three times. At 20th level, you may use an action to split yourself into three. Whenever you make an attack roll, roll three times. Each hit does normal damage for the weapon/unarmed strike. The clones last for 1 minute. You may do so again after finishing a long rest.

Quick Links: Luminary, Vocations, List of Skills

Priest[edit]

Thirdcaster. Spear specialty. Wisdom spellcasting. The priest is one who utilizes the spear and focuses on protecting their comrades from danger, regardless of their own well being.

Weapon Mastery

You have trained well in the ways of the quarterstaff and spear. At 3rd level, you gain one additional skill for each weapon, and you may use either of them as a holy symbol for your spells.

Divine Spellcasting

Your devotion to your deity has born fruit. Starting at 3rd level, you can cast spells.

Cantrips

At 3rd level, you know 2 cantrips from the cleric spell list. You learn an additional cantrip at 10th level.

Spells Known of 1st Level and Higher

You know 3 1st-level spells of your choice from the Priest Spell List.

The Spells Known column of the class table shows when you learn more class spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the class spells you know and replace it with another spell from the class spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your priest spells, since you learn your spells through your deity. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one.

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

Spell attack modifier = proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your priest spells.

Kabuff

Your devotion has allowed you to protect your allies. Starting at 7th level, you may use an action and choose a number of creatures within sight. Each creature takes half damage until the start of your next turn. You may do so a number of times equal to your Wisdom modifier. You regain all expended uses after finishing a short or long rest.

Spear of Influence

You have learned how to better utilize the spear. Starting at 10th level, your reach with spears increases by 5 ft.

Enhanced Revival

Your devotion has led to you being able to quickly bring others back with more vitality, and rarely without cost. Starting at 15th level, whenever you cast revivify, roll a d20. On a 20, you do not consume the diamond used in the casting. Regardless, the creature regains an additional number of hit points equal to twice your luminary level.

Amazing Grace

Your devotion to your deity has granted you a new power. At 20th level, whenever you are reduced to 0 hit points, you may choose to regain a number of hit points equal to half your maximum hit points. You may do so again after finishing a long rest.

Whack (Optional 20th level feature, replaces Amazing Grace)

You have learned how to quickly end a foe. At 20th level, as an action, you may attempt to instantly kill a creature. Choose a creature within 30 ft of you. The creature must make a Charisma saving throw with advantage against your priest spell save DC, regardless of if anything gives it disadvantage against your spell save DC. On a success, the creature is reduced to 0 hit points. Pass or fail, you may do so once, due to your deity not wanting this to be overused. You may do so again after finishing a short or long rest.

Quick Links: Luminary, Vocations, List of Skills

Priest Spell List[edit]

You choose your spells from the ones shown on the priest spell list.

1st Level

bane, bless, ceremony, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, divine favor, guiding bolt, healing word, heroism, protection from evil and good, purify food and drink, sanctuary, shield of faith.

2nd Level

aid,augury, calm emotions, enhance ability, find traps, gentle repose, lesser restoration, prayer of healing, protection from poison, ray of enfeeblement, see invisibility, warding bond.

3rd Level

aura of vitality, beacon of hope, bestow curse, clairvoyance, dispel magic, life transference, mass healing word, protection from energy, remove curse, revivify, spirit guardians.

4th Level

aura of life, aura of purity, death ward, freedom of movement, guardian of faith.

Sage[edit]

Thirdcaster. Spell list is combination cleric/warlock. arcane focus is the spellcasting focus.

Weapon Mastery

You have trained well in the ways of certain weapons. At 3rd level, you gain one extra skill for one of the following weapons, which you can also use as an arcane focus for your spells.: longbow, shortbow, quarterstaff, whip.

Apex Spellcaster

You have learned how to cast a wider variety of spells than others. Starting at 3rd level, you can cast spells.

Cantrips

At 3rd level, you know 2 cantrips from the Sage Spell List. You learn an additional cantrip at 10th level.

Spells Known of 1st Level and Higher

You know 3 1st-level spells of your choice from the Sage Spell List.

The Spells Known column of the luminary table shows when you learn more sage spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the class spells you know and replace it with another spell from the Sage Spell List, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since you learn your spells through rigorous study and memorization. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sage spell you cast and when making an attack roll with one.

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

Spell attack modifier = proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sage spells.

Zam-based

You have learned how to harness the occult to strike at many foes. Starting at 7th level, you can expend 4 skill points to fire four orbs of magic at up to 4 creatures within 60 ft of you. Make a ranged spell attack for each orb. On a hit, the target takes 2d4 force damage per orb. (Zam)

Starting at 10th level, you may spend 8 skill points to choose a point within range. Each creature within a 10 ft radius sphere of the point chosen must make a Constitution saving throw against your sage spell save DC and take 5d6 force damage, or half on a success. (Zammle)

Starting at 15th level, you may spend 12 skill points to have the radius be 20 ft, and the force damage be 13d4. (Kazam)

Quickfire Caster

You have learned how to quickly cast your spells. Starting at 10th level, whenever you cast a spell, you may expend a number of skill points equal to 3 times the spell's level in order to cast it as a bonus action.

Kaclang

You have learned how to temporarily protect yourself from all harm. Starting at 15th level, as a reaction to being the target of an attack, you can turn yourself into iron. While in this state, you are immune to all damage, have a movement speed of 0, and cannot be forcibly moved by any means. This lasts until the start of your next turn. You may do so once, and can do so again after finishing a short or long rest.

Saving Grace

Your study of magic allows you to sometimes come back from death. At 20th level, whenever you are reduced to 0 hit points, roll a d20. On an 11 or higher, you come back with half your maximum number of hit points. Once you have come back this way, you cannot do so again until after you finish a long rest.

Quick Links: Luminary, Vocations, List of Skills

Sage Spell List[edit]

You choose your spells from the ones shown on the sage spell list. Combination cleric/warlock.

Cantrips

chill touch, create bonfire, eldritch blast, friends, frostbite, infestation, light, lightning lure, mage hand, mending, mind sliver, minor illusion, poison spray, prestidigitation, resistance, sword burst, thaumaturgy, toll the dead.

1st Level

arms of Hadar, bless, bane, cause fear, charm person, comprehend languages, cure wounds, detect magic, expeditious retreat, hellish rebuke, hex, illusory script, inflict wounds, witch bolt.

2nd Level

blindness/deafness, cloud of daggers, continual flame, crown of madness, earthbind, enhance ability, enthrall, hold person, invisibility, mind spike, mirror image, misty step, shadow blade, shatter, spider climb.

3rd Level

bestow curse, counterspell, dispel magic, enemies abound, fear, fly, hunger of Hadar, hypnotic pattern, mass healing word, remove curse, spirit shroud, summon fey, thunder step.

4th Level

banishment, blight, dimension door, shadow of moil, summon greater demon.

Warrior[edit]

General fighter. Specialize in longsword and shield.

Weapon Mastery

You have trained well in the ways of the greataxe and longsword. At 3rd level, you gain one extra greataxe skill and two extra longsword skills. These skills do not count against your skills known.

Body Slam

You have learned how to temporarily stun foes. Starting at 3rd level, as an attack action, you may lunge into a creature within 5 ft of you. The creature must make a Constitution saving throw against your skill save DC or become stunned until the end of your next turn. You may do so a number of times equal to your Constitution modifier, and regain all expended uses after finishing a long rest.

Mercurial Thrust

You have learned how strike first in any combat situation. Starting at 7th level, as a reaction to initiative being rolled, you may move up to half your speed and make one weapon attack against a creature within range. You may do so once, and may do so again after finishing a short or long rest.

Hatchet Strike

You have learned how to do an all or nothing critical strike. Starting at 10th level, as an action, you can use your action to make 1 weapon attack with disadvantage. On a hit, the hit turns into a critical hit, regardless of the number on the d20, barring 1's.

Miracle Slash

You have learned how to heal after each strike. Starting at 15th level, as a bonus action, you can energize your weapon with healing energy for 1 minute. Every time you hit a creature, you gain a number of hit points equal to half the damage dealt. You may do so once, regaining usage after finishing a long rest.

Sword Dance

You have learned how to strike furiously at foes. At 20th level, you can, as an action, strike each creature within 5 ft of you, dealing an additional 2 dice of weapon damage per hit. You may do so again after finishing a short or long rest.

Quick Links: Luminary, Vocations

List of Skills[edit]

General[edit]

Usable with a variety of weapons.

Defend (3 skill points)

As an Action, you can add your Skill DC modifier to your AC until the start of your next turn.

Pep Up (5 Skill Points)

The user hypes themselves up, entering an enhanced state. As a Bonus Action, you may enter the Pepped state for 1 minute, gaining the following benefits:

  • Your Critical Hit range increases by +1
  • You can add your CHR to your damage rolls
  • Your STR or DEX increase by +2
Omniheal (15 Skill Points)

The user channels much of their power and energy into a single, decisive healing effect. As an Action, you may choose up to three creatures within 50ft of you and restore the Hit Points of each of them and yourself to maximum.

Wild Side (10 Skill Points)

The user hyper-charges themselves with energy, entering an incredible state. As a Bonus Action, you may enter the Wild Side state for 1 minute, gaining the following benefits:

  • Your Critical Hit range increases by +2
  • You can add your CHR to your damage rolls
  • Your STR or DEX increase by +4, as does their maximums
  • You gain an additional Action during your Turn
  • Your AC increases by +2
  • Your movement speed doubles


Zing (3 skill points)

You can ressurect a recently deceased or gravely injured creature. As an Action, you may bring back one creature to half HP. This creature must be either in Death Saves or died within the past minute.

Kazing (6 skill points)

You can ressurect a recently deceased or gravely injured creature. As an Action, you may bring back one creature to full HP. This creature must be either in Death Saves or died within the past minute.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Bow[edit]

Usable with the longbow and shortbow.

Poison Arrow (3 Skill Points)

You have learned how to poison your shots. Choose a point within your bow's range. Each creature within a 10 ft radius of the chosen point must make a Dexterity saving throw or take 3d8 poison damage, or half on a successful Save.

Sleep Shot (3 Skill Points)

You can put someone to sleep. You imbue your arrow with knockout poison as a bonus action. You have the next shot you make deal normal damage and force the creature to make a Constitution saving throw or fall unconscious for the next minute or until they are waken up or otherwise harmed.

Conjury Conductor (3 Skill Points)

You have learned how to make creatures vulnerable to magic. You imbue your arrow with magical energy as a bonus action. Your next shot forces the creature to make a Constitution saving throw or make their next saving throw against a spell or magical effect be made with disadvantage. This effect ends after the creature finishes a short or long rest.

Needle Shot (5 Skill Points)

You have learned how to critically strike. Make 1 bow attack. You score a critical hit on an 18-20 on the d20.

Celestial Salvo (3 Skill Points)

Hail holy arrows down on an area. Choose a point within your bow's range. Each creature within a 10 ft radius of the chosen point must make a Dexterity saving throw or take 2d10 radiant damage, or half on a successful Save.

Rain of Pain (4 Skill Points)

You can release arrows quickly at the cost of control. Make 4 bow attacks against four separate hostile creatures. On a hit, the creature takes 1d8 + Dexterity modifier piercing damage. You may expend 4 more skill points to strike one creature with all 4 attacks.

Hyper Sniper (5 skill points)

You can focus a shot to deal massive damage. Make 1 bow attack. On a hit, the creature takes 5d10 + Dexterity modifier piercing damage. You can add 5 Skill Points to increase the damage to from 5d10 to 10d10.

Plasma Dome (3 Skill Points)

Shoot an electrically charged arrow at a point within your weapon's range. Each creature within a 10 ft radius of the chosen point must make a Dexterity saving throw and take 2d10 lightning damage, or half on a successful Save.

Shining Shot (7 Skill Points)

Shoot a golden arrow at a point within your weapon's range. Each creature within a 10 ft radius of the chosen point must make a Dexterity saving throw and take 3d10 radiant damage, or half on a successful Save. You can add Skill points to increase the damage by 1d10 per 2 points.

Skill name (x Skill Points)

Information about skill. Quick Links: Luminary, Vocations, List of Skills

Axes[edit]

Crackerwhack (4 Skill Points)

You can smash the ground. Each creature within a 5 ft radius takes 2d12 bludgeoning damage and must make a Dexterity saving throw or fall prone. You can spend 2 additional skill points to increase the radius by 5 ft, up to a maximum of a 15 ft radius.

Red Mist (3 Skill Points)

You strike harder. As a bonus action, you can add 1d6 weapon damage to your weapon attacks until the start of your next Turn. If you have the Rampage feature, you can maintain this benefit as a bonus action by expending 2 Skill Points each turn after using this skill for the first time.

Parallax (3 Skill Points)

Send a shockwave through the ground within a 5 ft wide, 15 ft long line. Each creature in range must make a Dexterity saving throw or take 2d10 bludgeoning damage. You can expend 3 more Skill Points to increase the range of the line by 15 ft, and the bludgeoning damage by 2d10, to a max of 45 ft and 6d10 bludgeoning damage.

Whopper Chop (5 Skill Points)

You unite with the primal forces to send down a shockwave with your weapon. You send your weapon down into the ground, creating a 5 ft wide 30 ft long shockwave. Each creature in the line takes 3d12 bludgeoning damage and must make a Constitution saving throw, using your skill save DC. Upon a success, they take half damage. Upon a failure, they are also stunned until the end of your next turn.

Helm Splitter (4 Skill Points)

You reduce the defenses of your foes. Make one attack. Upon a hit, the creature must make a Constitution saving throw or have their AC be reduced by 1d4 for 1 minute.

Axes of Evil (8 Skill Points)

You spin around, sucking in creatures. Each creature within a 20 ft radius of you must make a Strength saving throw or be sucked in towards you, taking 8d12 slashing damage before being shot out 5 x 2d4 ft away from you at the start of their next turn, taking an additional 1d6 bludgeoning damage if they strike an object such as a wall or a tree.

Heart Breaker (3 Skill Points)

Charge 10 ft toward a creature and make one greataxe attack. Upon a hit, the creature must make a Constitution saving throw or become stunned until the end of your next turn.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Quarterstaff[edit]

Whirly Burly (2 Skill Points)

You spin around on your staff. Make 1 melee attack. Each creature within 5 ft of you that gets hit takes quarterstaff versatile damage. You may spend an additional skill point to leap up to 15 ft and Whirly Burly again. You may do so an amount of times equal to the amount of Attack Actions you have.

Deliverance (3 Skill Points)

Form a 5 ft x 5ft portal at a point within 30 ft of you. Each creature within a 10 ft radius of said must make a Strength saving throw or take 2d10 bludgeoning damage and then get thrown away 1d4x5 ft away.

Nature's Wrath (10 Skill Points)

Summon a meteor down onto your foes. Choose a point within 15 ft of you. Each creature within 10 ft of that point must make a Dexterity saving throw or take 10d8 bludgeoning damage. You may expend 5 additional skill points to have extra meteors rain down in the area, forcing a second Dexterity saving throw. On a Failure, the creature takes 5d10 bludgeoning damage.

Counterwait (3 Skill Points)

You enter a stance to prepare a counter and your speed is reduced to 0. The next time you get hit with a melee attack, you can use your reaction to instead take no damage and make one attack. Upon a hit, the creature must make a Constitution saving throw or become stunned until the end of their next turn.

Crushed Ice (3 skill points)

You strike with ice. Make an attack roll. On a hit, you deal an extra 2d6 cold damage. This counts as one attack roll for the purposes of Extra Attack.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Pole-arms and Spears[edit]

Chain Lightning (5 Skill Points)

Make 3 attacks, each attack dealing an extra 1d4 lightning damage per hit. You can use this an amount of times equal to the amount of attacks you can take with the attack action. You can increase the attacks from 3 to 4 by expending an additional 3 Skill Points, for a total of 8 Skill Points per use.

Maulstrom (5 Skill Points)

Force a line of wind forward 5 ft wide and 15 ft long. Each creature in range must make a Dexterity saving throw or take 4d10 bludgeoning damage. You can increase the damage by 2d10 and the line's length by 10 ft, up to 8d10 and 35 ft, by expending 2 additional Skill Points .

Lightning Conductor (10 skill points)

Strike the ground with an electric charge. Each creature within a 10 ft radius of you must make a Constitution saving throw and take 10d10 lightning damage, or half on a success.

Thunder Thrust (1 Skill Point)

Force your spear forward to create a thunderous boom. Make an attack roll against a creature. Hit or miss, the creature must make a Constitution saving throw, taking 1d6 thunder damage on a failed save, or half as much on a success. You can increase the damage by 1d6 by expending 1 additional Skill Point.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Swords[edit]

Elemental Spin Slash (3 skill points)

Make a strike against all creatures within 5 ft of you. Make one melee attack roll with your sword. This hit will count for all creatures. Each creature you hit takes 2d6 elemental damage of your choice. You can increase the damage by 2d6 by expending 3 additional skill points. You can opt to deal 2d6 Fire Damage (Flame Slash), 2d6 Cold Damage (Blizzard Slash), or 2d6 Lightning Damage (Lightning Slash).

Elemental Strike. (2 skill points)

Strike the ground in front of you to force a spout out flame, ice, or lightning. Choose a creature within 5 ft of you. That creature must make a Dexterity saving throw or suffer one of the following effects:

  • 1d8 fire damage and be set ablaze. While ablaze, the creature takes an additional 1d8 fire damage at the start of their turns.
  • 1d10 cold damage and be chilled. While chilled, the creature's movement speed is reduced by 10 ft.
  • 1d10 lightning damage and be shocked. While shocked, the creature can only take two of the following on their turn: action, movement, or bonus action.

A creature can attempt a Wisdom (medicine) check against your skill save DC as an action to end the secondary effect. The effect ends after a minute.

Soaring Slash (2 skill points)

You can leap and strike at the same time. Jump 10 ft toward a creature you can see. This jump does not use movement. Make a melee attack against the creature. On a hit, the creature takes an additional 1d8 weapon damage.

Blade of Ultimate Power (10 skill points)

You strike hard with your sword. Each creature within a 5 ft wide, 20 ft long line must make a Constitution saving throw and take 15d10 slashing damage, or half as much on a successful save. This damage ignores immunity and resistance.

Falcon Slash (3 skill points)

When you take the attack action, you can make 1 additional attack as part of the action.

Dragon Slash (2 Skill Points)

The user makes a focused slash on a single target. If the target is draconic, you deal double damage die.

Metal Slash (2 Skill Points)

The user makes a focused slash on a single target. If the target is made out of metal or is wearing metal armour, you deal double damage die.

Unbridled Blade (4 Skill Points)

The user makes a single Attack, dealing triple damage dice upon a successful hit.

Quick Links: Luminary, Vocations, List of Skills

Unarmed Strike[edit]

Multifists (4 Skill Points)

Strike many times in succession. Make 3 attack rolls. On a hit, the target takes 1d8+Strength modifier bludgeoning damage. You may use this skill as many times as you can take the attack action.

Leg Sweep (1 Skill Point)

Make an attack roll. On a hit, the creature must make a Strength saving throw or fall prone.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Shields[edit]

Block Chance (1 skill points)

Making attacks not hurt as bad since 2012! Upon being struck with an attack you may spend a reaction to impose disadvantage on the incoming damage roll.

Blockenspiel (8 Skill Points)

The best of defense and offense! As a bonus action, you may add half your AC to the damage you deal on your next attack this turn and you may take half the number you add to your damage and add half of that to your Armor class until the start of your next turn. (i.e. An AC of 20 = +10 to damage & +5 to AC)

Defending Champion (10 Skill Points)

It's your title and its gonna stay that way! As an Action you may grant yourself resistance to all incoming damage from a range greater than 5ft. While in this stance your movement is halved. This stance lasts until the start of your next turn.

Magic Mirror (8 Skill Points)

Mirror Mirror on the wall, this is not where I will fall! As a Bonus action you may reduce your movement by half, and reduce the damage of all in coming spells and spell like effects by half.

Holy Impregnable (4 Skill Points)

Necromancy? More Like NOPEromancy! As a bonus action you may grant yourself and all allies within 15ft of you advantage on saving throws imposed by fae, fiends, and undead for the next minute.

Back Atcha (10 Skill Points)

Why are ya hitting yourself? As an action you enter a stance, where you can counter incoming attacks. For 1 minute if a melee attack hits you you may use your reaction to make 1 melee attack against the creature that hit you.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Whips[edit]

Rubblerouser (x skill points)

Information about skill. Shoot earth from the ground.

Whipcrackle (7 skill points)

Information about skill. Lightning shock, possible paralysis.

Starstrike (x skill points)

Information about skill. Strike around. Chance to blind.

Skill name (x skill points)

Information about skill.

Quick Links: Luminary, Vocations, List of Skills

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Luminary class, you must meet these prerequisites: Strength or Dexterity 13.

Proficiencies. When you multiclass into the Luminary class, you gain the following proficiencies: Light armor, medium armor, shields, 5 weapons of your choice.

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