Radiant Warrior (5e Subclass)

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Radiant Warrior[edit]

Fighter Archetype

Light is not just any tool, nothing else has both the power to dispel darkness and cast shadows
—Tsu Hao, Human Radiant Warrior

Radiant Warriors are a rare breed often hidden from the outside world; however, when there are forces of darkness at work you can bet there will be a couple waiting for the right moment to strike it down before heading on to their next mission. They use the powers of light to become strong combatants, but when not focusing their energy on creating shields or boosting their power they become virtually useless combatants. They are strong members of a party but can cause much trouble if another member of the party has an affinity for the darkness. This means that unless you have an unusually understanding character they will not get along with rogues and assassins yet get along well with most good clerics and paladins. Usually born with a racial predisposition to controlling the powers of light a Radiant Warrior will serve it's family fighting the powers of darkness.

These warriors control the powers of light ranging from dispelling darkness to creating solidified weapons and armor of pure light to searing enemies with rays of light expelled from your hands. Most Radiant Warriors are considered to be good because they fight off the powers of darkness. This assumption is often misleading, Radiant Warriors fight out of fear and hatred as often as moral obligation. These characters can be anywhere from lawful to chaotic on most matters however most lean toward lawful (at least to the rules of their families) because those who do not follow the laws set forth by the elders will be greatly punished (occasionally by death). They tend to worship gods on the good side of the scale most often one that revolves around light or the sun. Pelor is a natural choice for any Radiant Warrior but one may chose any god to worship as long as it does not deal with darkness. Some chose not to worship a god at all and merely worship the light itself as an entity.

Radiant Warriors keep together in societies separate from most others. They hunt and gather their own food and rarely require trading with other peoples. These societies generally are run with a single head leading the way chosen not by heritage but by his feats of power. These leaders see where it is fit to send others or others may request to travel alone and create their own quests.

Create Light

Starting when you choose this archetype at 3rd level, you begin to control a rudimentary form of light magic. You learn how to cast the light and dancing lights cantrip. Charisma is your spellcasting ability for these cantrips.

Golden Form

Upon choosing this archetype at 3rd level, you begin to learn to control the light magic to enter in your Golden Form. When you do it, an armor of light covers your body up. As a bonus action, you can activate Golden Armor for up to 1 hour. You can end the transformation as a bonus action. The form automatically ends if you fall unconscious, drop to 0 hit points, or die. Maintaining this form requires concentration (as if you were concentrating on a spell).

Once you use this feature, you must finish a short or long rest before you can use it again. While the armor is active, you gain the following features:

Aura of Light. You shed bright light in a 20-foot radius, plus dim light for another 20 feet.
Speed of Light. Your movement speed increases in 5 feet. This movement increases by 5 feet at 11th and 18th level (to a total of 10 and 15 feet respectively). You also have advantage on Dexterity checks and Dexterity saving throws.
Radiant Protection. If you are not wearing armor, your AC equals 10 + your Charisma modifier + your Dexterity modifier. In addition, you gain resistance to necrotic damage, and become immune to radiant and poison damage and to the poisoned condition. You also can't be frightened.
Searing Strikes. You can use the raw light as a weapon, either by creating light weaponry or by hurling bolts of light. You can use your Strength, Dexterity or Charisma for attacks and damage rolls with your Searing Strikes, and you can use either for melee attacks against creatures within 10 feet, or ranged attacks against creatures within 30 feet. These attacks cause 1d6 radiant damage, in addition to the modifier used on the attack.
You can use your bonus action to empower the Searing Strike. If you do so, the next Searing Strike made until the end of this turn causes additional 2d6 radiant damage. The damage increases to 1d8 (plus 2d8 empowerment) at 11th level.
Flash

At 7th level, whenever you are in an area of bright light, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance.

In addition, while your Golden Form is active, you can use your bonus action to forgo the extra movement granted by your speed of light to teleport to a place within a distance equal to the extra movement you have forgone.

Glimmering Armament

At 7th level, any melee weapon you wield while your Golden Form is active have a +1 bonus to attacks and damage rolls. This bonus increases by 1 at 15th level (+2) and 18th level (+3). These attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you can use your bonus action given by the Searing Strike to empower any melee weapon attack you make.

Superior Golden Form

Starting at 10th level, you learn to channel the energy of sun. You can use your Golden Form twice between rests, and you have advantage on your Concentration checks to maintain your Golden Form active.

In addition, while your Golden Form is active, you gain the Mend Wound ability:

Mend Wound. You learn to apply heated light to wounds in order to close them. As a bonus action on your turn, you can touch a creature that has no more than half its hit points. That creature regain a number of hit points equal to your proficiency bonus or your Charisma modifier (whichever is higher).
Superior Flash

At 15th level, you strike with blinding speed, causing your attacks to be unavoidable. When you use your Second Wind while the Golden Form is active, your attacks made until the end of your turn have Advantage, and you can teleport up to 10 feet to an unoccupied space you can see as part of this bonus action, and before or after each attack made on this turn.

Sun's Fury

At 18th level, when you use your action granted by your Action Surge to make a single melee weapon attack against each creature of your choice in a 30-foot radius. If you are in your Golden Form when you use this ability, you can make one attack against each creature within 60-foot, and you can use your Searing Strikes to make these attacks.

In addition, you achieve full control over your Golden Form. Maintaining it no longer require concentration.

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