Luminous One (5e Subclass)
Luminous One[edit]
Warlock Subclass
Your patron is a radiant entity—perhaps a solar spirit, a living star, or a primal arcane construct of light. Their power is beauty, clarity, and revelation, shining through illusion and shadow alike. Warlocks who follow the Luminous One become conduits of color, brilliance, and righteous incandescence.
Expanded Spell List[edit]
The bond lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | guiding bolt, chromatic orb (radiant or fire only), shield |
2nd | blur, phantasmal force |
3rd | daylight, major image |
4th | greater invisibility, phantasmal killer |
5th | creation, seeming |
Radiant Channeling[edit]
At 1st level, you learn the light cantrip if you don’t already know it.
When you cast eldritch blast, you may choose to deal radiant damage instead of force.
Additionally, when you cast a warlock cantrip that deals radiant, fire, or lightning damage, it deals bonus damage equal to your Charisma modifier (minimum +1) once per turn.
- Blinding Flare
At 6th level, you can unleash a sudden pulse of blinding brilliance. As an action, you emit a searing flare of light. Creatures of your choice within 30 feet must make a Constitution saving throw against your warlock spell save DC. On a failure, they are blinded until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long rest.
Also, you shine with dim light in a 10-foot radius while not in darkness, and you can extinguish or resume this glow as a bonus action.
- Spectrum Boon, 6th level enhancement to Pact Boons)
Pact of the Blade: You can summon a sunblade (DMG, p. 205) as your pact weapon. If you do not have access to the sunblade, your pact weapon instead deals radiant damage and emits bright light in a 15-foot radius.
Pact of the Chain: When you cast find familiar, you may summon a prismatic faerie dragon (a unique creature of radiant trickery). At 14th level, you can change its color (red → violet) once per long rest, with each color representing a different temperament or trait (DM’s discretion).
Pact of the Tome: You gain light, sacred flame, and thaumaturgy as bonus cantrips. When you cast sacred flame, you may treat it as having a 10-foot radius if your target is in bright light.
- Prismatic Constructs
Starting at 10th level, you gain the ability to shape solid forms from radiant light—fragile but tangible manifestations of your patron’s luminous power.
As an action, you can create a prismatic construct of radiant light within 30 feet of you. The construct occupies a 5-foot cube or smaller.
You can choose one of the following forms for the construct:
Barrier: Grants half cover to creatures behind it.
Ramp: Functions as difficult terrain except it allows creatures to move up a 5-foot elevation without requiring a climb check.
Small Object: A harmless luminous orb or glowing chain that sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The construct has AC 12 and 10 hit points. It can be targeted by attacks and spells.
The construct lasts for 1 hour or until it drops to 0 hit points, shattering in a burst of prismatic light.
You can have only one construct active at a time. Creating a new one causes the previous one to dissipate immediately.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest.
- Prismatic Burst
At 14th level, your connection to your radiant patron allows you to move with the swiftness and intensity of pure light. You can briefly become a blur of brilliance on the battlefield, warping space in a radiant flash.
As a bonus action, you can enter a state of accelerated motion for 1 minute. While in this state:
Your movement speed doubles.
You can move through other creatures as if they were difficult terrain. If you end your movement inside a creature's space, you are shunted to the nearest unoccupied space and take 1d6 force damage.
You can Dash as a bonus action on each of your turns.
Once per turn when you move at least 20 feet before making a melee attack, that attack deals additional radiant damage equal to your warlock level.
When you take the Dash action, you leave behind a streak of radiant light. Each creature of your choice that you move past must succeed on a Dexterity saving throw (DC = your spell save DC) or take radiant damage equal to your Charisma modifier and be blinded until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses