The Light Lord (5e Subclass)
The Light Lord[edit]
Fighter Subclass
A young man charges from an alley as he spins and unsheathes his great-sword, swinging and swiftly decapitating two thugs. The young man pulls out a bounty poster as he confirms the identity of the two slain thugs.
He bends down and picks up the rolling heads as he kneels and puts them in his back pack. From behind two bandits approach as they make a ruckus. Swinging their swords wildly as they aim to take the man down while his back is turned.
Suddenly a bright transparent circle like shield appears around the young man. The thugs weapons bounce off the shield as it shimmers with a bright glow. The young mans body glows yellow as suddenly two identical light constructs ooze from his very being. The left construct with the short sword blitzes one of the thugs as it takes a wide swing...slashing him across the chest killing him instantly. The right construct dashes past the remaining thug as it takes a giant swing with its great-sword, chopping the thug in half. Shortly afterwards the constructs glow brightly as they turn into a yellow mist and reabsorb into the young mans body. He stands up and walks off back into the darkness of the alley..bloody wanted poster in hand.
Light lords are warriors who control the power of light. They shine with glowing radiance trough the battlefield, blinding their foes with their glorious sight and burning their bodies with scorching radiance, blazing like the burning sun of midday.
- Light Control
At 3rd level, you gain the ability to control the power of light. Whenever a feature requires a saving throw to avoid the effects, you calculate the DC as 8 + your proficiency bonus + your Constitution modifier.
In addition, you learn how to cast the light cantrip. Constitution is your spellcasting ability.
- Channel Light
When you take this oath at 3rd level, you can channel the power of light in order to manifest magical powers. You can use this power in the forms described below. Once you use this ability, you can't use it again until you finish a long rest.
- Light Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you, but is made out of glowing light and shed bright light in a 10-foot radius, and dim light for another 10 feet; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
- For the duration, you can make melee attacks as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how blinding the light is.
- Light Strike. You can use your Channel Light to make a shine with powerful light. As a bonus action, you touch one weapon or piece of ammunition and conjure a light on it. The light lasts for 1 minute and shed bright light for 10-foot radius, and dim light for another 10 feet. The next time you hit a target with an attack using that weapon or ammunition, the target takes radiant damage immediately after the attack. The radiant damage equals 2d10 + your fighter level, or 20 + your paladin level if you had advantage on the attack roll.
- Warding Flare
Also at 3rd level, you can interpose light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Radiant Aura
Starting at 7th level, you emanate an aura of light, which give you the following benefits:
- Branding Light. You have advantage on melee attack rolls against any creature that is under the effect of your Light spell.
- Blinding Light. If a creature within 5 feet of you hit you with a melee attack, you can use your reaction to force the attacker to reroll that attack, choosing the new result. The ability fails and is wasted if the attacker is immune to being blinded. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.
- Flash of Light
Starting at 10th level, you can use your action to create a flash of light. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become 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. You can also choose to use this feature whenever you use your Action Surge, without taking an action.
- Glowing Escape
At 15th level, you have the ability to create a light explosion that allows you to escape an attack. Immediately after you are hit by an attack, you can use your reaction to turn creature a light explosion and teleport up to 60 feet to a spot you can see. All creatures in a 10-foot radius must succeed on a Dexterity saving throw or be blinded until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
- Shield of Radiance
At 18th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 1d10 + your Constitution modifier.
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