Green Lantern (5e Class)
Green Lantern
Green Lanterns are some of the most powerful warriors in the galaxy, meant for policing entire sectors of the galaxy and keeping inter-planetary villains at bay. Sometimes, they'd go into a single planet just to help with domestic situations.
Ringed Heroes
What’s most important for a hero? Incredible strength? There’s always something or someone stronger. Super-speed? Hope you don’t trip. Telepathy? Do you REALLY want to know what others are thinking about you? You don’t need any of those abilities to be a member of the Green Lantern Corps, but a strong will backed by a wonderful imagination are essential requirements. Green Lanterns are mostly good characters with powerful rings on their finger, rings that are the most dangerous weapons in existence. Lanterns are very careful to keep their rings out of enemy hands, but they have safeguards in case anyone, and I mean anyone, gets their grubby hands on the rings. If you do not have your ring, or for some reason, you simply cannot reach it, you cannot use the abilities of this class. For this class, the ring is not counted as a magical item, but as an arcane focus.
Creating a Green Lantern
Green Lantern heroes are mostly pushed into the role, since they don't have a choice if the ring chooses you. However, the reason the ring picked you is different. Green Lantern rings are focused on finding the worthy recipient with powerful willpower, so you must have insane will. Where did you get your mental willpower? Was there some kind of tragedy in your life that made you strong in the effect? Maybe it was racial discrimination or some personality trait that made you an oddball, so you learned to ignore it. How did you learn of the Green Lanterns?
- Quick Build
You can make a Green Lantern quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the soldier or sage backgrounds.
Class Features
As a Green Lantern you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Green Lantern level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Green Lantern level after 1st
- Proficiencies
Armor: light, medium
Weapons: simple melee, any ranged
Tools: tinker's tools, smith's tools
Saving Throws: Wisdom, Intelligence
Skills: Choose 4 from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Green Lantern Ring
- (a) dagger or (b) tinker's toolkit
- (a) common clothes or (b) any simple melee weapon
- (a) shortbow and 20 arrows or (b) longbow and 15 arrows
- If you are using starting wealth, you have 4d4 X 10 in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Glow, Security Protocol |
2nd | +2 | Material Alteration |
3rd | +2 | Mind Alteration |
4th | +2 | Ability Score Improvement, Preset Conditions |
5th | +3 | Invisibility |
6th | +3 | Galactic Encyclopedia, Energy Projection |
7th | +3 | Phasing |
8th | +3 | Ability Score Improvement, Environmental Playback |
9th | +4 | Flight |
10th | +4 | Force Field |
11th | +4 | Telepathy |
12th | +4 | Ability Score Improvement |
13th | +5 | Limited Cellular Regeneration |
14th | +5 | Energy Twin |
15th | +5 | Energy Absorption |
16th | +5 | Ability Score Improvement, Electromagnetic Scanner |
17th | +6 | Wormholes |
18th | +6 | Universal Translator |
19th | +6 | Ability Score Improvement |
20th | +6 | Time Travel |
Glow
At 1st level, you unlock your ring's set abilities. Your ring puts off a bright glow, casting bright light for 60 feet and dim light for another 60. Your set abilities goes as follows :
- Ring Blast : Does 1d8 damage (increases by 1d8 at 5th, and again at 10th, 15th, and finally increases by 3d8 at 20th.)
- Levitation : You can levitate of the ground, giving you a 10ft flying speed (this increases to 30ft at 5th level, and 50ft at 9th level)
- Location-Tracking : You can sense energy (Ki, Chakra, etc.) for 100ft
- Creation : You can create material objects to help you (I.E. a bat, a gun, or any item / weapon you need). Speak with your DM about your limits per level.
Security Protocol
At 1st level, you find security protocols on your ring. If the ring is stolen from you or looted or taken from you for security reasons, the ring will not work for anyone except when you reclaim the ring.
Material Alteration
At 2nd level, you unlock your ring's ability to make armor. When you are unarmored, you can use the ring's power to create armor tailored to your tastes, personality, and needs. This armor gives you a +2 bonus to your armor class.
Mind Alteration
At 3rd level, you are able to manipulate minds. You can use your ring to change the mind of a target or block your own memories. You can charm a person with this ability, but once you use this feature, you must complete a long rest before you can use it again.
Energy Absorption
At level 4, the training wheels on your ring come off and you need to keep it powered without Oa's help. As a reaction, once per turn, you can aim your ring towards a spell cast against you and absorb the spell's energy to recharge your ring. You have to (and can only) do this at least once every 24 hours or your ring will stop working and you won't be able to keep using your abilities. You can only absorb levels of level 0-5 like this, or the ring may overheat and cause you 1d4 fire damage.
Preset Conditions
At the 4th level, you are able to give your ring delayed orders. When a specific condition arises, the ring will carry out an order to use one of it's abilities, including fly back to you. This ability can only be used once per rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
Invisibility
At 5th level, you are able to hide very easily. Your ring creates a field of energy that wraps around you and redirects photons, taking them all into the ring to contain them. Because of this, you are invisible. This feature only lasts 1 minute, and once you use it, you must complete a long rest before you can use it again.
Galactic Encyclopedia
At 6th level, you find something new in your ring. A full guide to almost everything in the galaxy. Most of it you won't understand, but the rest gives you an advantage on Intelligence (History, Religion, Arcana) checks.
Energy Projection
At 6th level, you can hear a resounding boom come from your hand, feel a blade of pure energy build itself into your hand. You can either shoot a blast of pure energy from your ring as a ranged weapon attack, or build a blade of pure light to use as a melee weapon attack, each dealing 1d6 radiant damage. As an action, you can also cast the spell mage hand, but it only lasts one turn. You take an action to use this ability and once you use this feature, you can regain this ability after a short rest.
Phasing
At 7th level, the ring allows you to walk straight through solid objects. You can walk a total of your base walking speed through a solid abject before the phasing ability fails on you. if you are stuck in a solid item when the ability fails, you are petrified and take 3d12 bludgeoning damage.
Environmental Playback
At 8th level, you find that you can make holograms of any terrain you've been in. You can use this ability to convince an enemy or just a person that they've crossed into another realm or went through a portal. They can make a Wisdom saving throw equal with a DC equal to 8 + your proficiency + your Charisma modifier. On success, they can see through your illusion. You can only affect an area as big as 40 x 40 feet and this only lasts as long as you concentrate, as if concentrating on a spell.
Flight
At 9th level, you find a special flight ability in your ring. You now have a flight speed equal to your base walking speed.
Force Field
At 10th level, a slight glow surrounds your body, giving you a shielding aura. As a reaction, you can create a force field around you that gives you moderate protection. You have 2d20 temporary hit points for 1 minute or when the temporary hit points run out, after which you cannot use this ability until you take a long rest.
Telepathy
At 11th level, you find an ability that so many creatures have problem believing in. You can talk to creatures telepathically, the only requirement being they must know one language. You may not understand their language or they may not understand you, but you can communicate through this ability.
Limited Cellular Regeneration
At 13th level, you can heal creatures around you and yourself. You can use this feature to heal yourself or another creature 4d8 hit points. Once you use this feature, you must complete a long rest before you can use it again.
Energy Twin
At 14th level, you can make a crude copy of yourself from the energy in the ring. The copy cannot speak, but it has energy copies of your weapons and has your abilities. This copy lasts 1 minute, after which you cannot use this ability until your next long rest.
Electromagnetic Scanner
At 16th level, you can scan anything you don't understand and hope your Galactic Encyclopedia understands it. Once you scan it, you know what the object, vehicle or room is, what traps may lie inside, and what to look out for. But be careful using it, the object, vehicle or building has a 40% chance of the object, room, or vehicle having been altered in the past after Green Lanterns put it into the Encyclopedia. You cannot scan anything larger than 40 feet by 40 feet. The scanner cannot scan anything that is magic or has magic around it.
Time Travel
At 17th level, you are able to move through time differently. You are able to stop time around you and walk between enemies for 3 turns or until you make an action that affects another creature. Once you use this feature, you must complete a long rest before you can use it again.
Universal Translator
At 18th level, you are able to use your ring to understand all languages. Your telepathy now can allow you to understand all languages spoken to you, and you can speak in any language to the creatures around you.
Wormholes
At 20th level, you can open wormholes. You are able to open a portal to another realm of reality. Once you use this feature, you must complete a long rest before you can use it again.
Multiclassing
Prerequisites. To qualify for multiclassing into the Green Lantern class, you must meet these prerequisites: You must have a Green Lantern ring.
Proficiencies. When you multiclass into the Green Lantern class, you gain the following proficiencies: tinker's tools, martial ranged weapons.
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