Radiant (5e Class)

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Radiant[edit]

Radiant are either servants, chosen or blessed by the benevolent gods of light and sun, such as Pelor, Rah and Lathander, amongst others. A Radiant is a magic user capable of harnessing the sacred power of the sun, and use it to both bring protection and against the darkness both in its figurative and literal meanings. The radiant restore hope to the despaired, bring healing to the sick and wounded, and a final rest to the undead.

Prerequisites[edit]

In order to become a lich, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Spellcasting Ability 13. A Radiant have great mental prowess, a powerful personality or a great attunement with the divine.
  • Ability to cast spells of 3rd-level or higher Only the adept spellcasters can become a radiant.
  • Proficiency in the Religion skill. You need study over the nature of the divine to understand the paths of the Radiant.

Class Features[edit]

As a Radiant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Radiant level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Radiant level

Proficiencies

Tools: None
Saving Throws: None
Skills: None

Level Proficiency
Bonus
Features
1st Spellcasting Progression, Radiant Aura +1 level of existing spellcasting class
2nd Acolyte of Light +1 level of existing spellcasting class
3rd Solar Destruction +1 level of existing spellcasting class
4th Priest of Light +1 level of existing spellcasting class
5th Radiant Protection +1 level of existing spellcasting class

Spellcasting Progression[edit]

At 1st level and at each following level in this class, you gain new spells slots and spells known as if you had also gained a level in whatever spellcasting class in which you could cast 6th-level spells, before adding the prestige class level. You do not gain any other class feature of that class.

Radiant Aura[edit]

Starting at 1st level, you can use a Bonus Action to manifest an aura of light that shines bright in a 10-foot radius, plus dim light in another 10 feet. The aura lasts until you choose to dismiss it.

Any friendly living creature that start its turn within the bright light of the aura gains temporary hit points equal to your proficiency bonus.

Any undead or fiend creature that takes damage within the aura takes additional radiant damage equal to your proficiency bonus.

This aura can illuminate an area covered in magical darkness, but doesn't dispel it, and the darkness return after your aura no longer cover the area.

Acolyte of Light[edit]

At 2nd level, you add daylight and blinding smite to your list of known spells, and they are always prepared for you.

Solar Destruction[edit]

At 3rd level, when you activate your aura of light, and as a bonus action thereafter while active, you can force all creatures of your choice within the area to make a Constitution saving throw against your spell save DC, suffering 2d8 radiant damage on a failed save or half on a success.

A creature that fails the save also have Disadvantage on the next attack it makes until the end of its next turn, unless it is immune to the blinded condition. A fiend or undead who fails the save is blinded.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Priest of Light[edit]

At 4th level, you add dawn and hallow (holy and daylight effect only) to your list of known spells, and they are always prepared for you.

Radiant Protection[edit]

At 5th level, your radiant aura protects the individual's inside it from the forces of darkness. Any creature within the aura gains resistance to necrotic damage and immunity to any effects that reduce maximum hit points or ability scores.

In addition, the light from your aura is now considered daylight, and dispels magical darkness on touch.

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