Light Mage (5e Class)

Light Bender

Introduction

A human woman is being chased through a heavily wooded area by a horde of goblins. She reaches a small clearing in the middle of the forest, where she is soon surrounded by the small beasts. She accepts her fate, but then a blinding flash of light consumes the night sky above her, and a hooded figure stands in front of her. The goblins all charge forward, but are soon stopped by swords of light impaling their flesh. The hooded figure then turns itself into a flash of lightning, turning all of the goblins into mincemeat. The hood comes flying off of the figure, revealing themselves as an aasimar male. This man is a Light Mage, a very powerful, but also very dangerous mage.

Servant of Light

As a Light Bender, you have an intimate connection to the light. You spend most of your time in the light, but you also love to illuminate darkened places with your presence. Whenever you enter a room, you brighten the mood. You love to use light humor as a way to get closer to your friends. Overall, you are a laid-back, light-hearted person who wields a destructive form of magic.

Creating a Light Bender

Why a Light Bender? Why did you choose to become a Light Mage? Were you chosen by a deity to lead the world to a better place with this magic? Or were you trained by a Unique sorcerer to use this one of a kind magic?

Quick Build

You can make a <!-Light Bender-> quickly by following these suggestions. First, <!-Wisdom-> should be your highest ability score, followed by <!-Constitution->. Second, choose the <!-Acolyte-> background.

Class Features

As a Light Bender you gain the following class features.

Hit Points

Hit Dice: 1d10 per Light Bender level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Light Bender level after 1st

Proficiencies

Armor: None
Weapons: Simple Melee Weapons, martial Range weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose four from Arcana, History, Insight, Nature, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Rapier and Light Crossbow or (b) Two Simple Weapons of your choice
  • (a) Traveler's clothes or (b) leather armor
  • (a) An explorer's pack or (b) A priest's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Light Bender

LevelProficiency
Bonus
Features
1st+2Light Shield, Unarmored Defense
2nd+2Light Sword, Expertise
3rd+2Path of Light Feature
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Light Speed Travel
7th+3Path of Light Feature
8th+3Ability Score Improvement
9th+4Refraction
10th+4Bright Vsion
11th+4Path of Light Feature
12th+4Ability Score Improvement
13th+5Beacon
14th+5Diamond Soul
15th+5Path of Light Feature
16th+5Ability Score Improvement
17th+6Idmonitable Light
18th+6Path of Light Feature
19th+6Ability Score Improvement
20th+6Supernova


Light Shield

Beginning at 1st Level, your Light bender can create a spell circle that acts as a shield against spells. The creation of the shield acts as 1 action on your turn. Once you have the Shield activated, it acts as an item being held in your hand. The spell stays active for a duration of 1 minute + your Proficiency Bonus + your Wisdom Modifier. With the Light Shield active, whenever a spell attempts to hit you, you can roll a d12 and call evens or odds. If it lands on a number of the one you called, the Light Shield completely blocks the spell. Once you use this feature, you can't use it again until you complete a short or long rest.

Unarmored Defense

At 1st Level, a thin layer of light surrounds your body. When you are not wearing armor or wielding a shield in your hand, your Armor Class is 10 + your Constitution Modifier + your Wisdom Modifier.

Light Sword

At 2nd Level, your Light Mage can create a sword made of hard light. To do this you draw from the power within you, along with a bit of metal you are trying to imitate (in terms of toughness) plus a holy symbol of some sort. meditating with over the course of 4 hours. At the end of the ceremony, the materials are consumed and forms a Light blade.

This Light Sword can imitate any simple or martial sword. By doing so, the Light Sword gains that certain swords' stats and damage + 1d6 radiant damage (The damage turns into magical instead of non-magical as well). If you decide not to make the Light Sword into any certain sword, its damage is 1d8 magical slashing or piercing damage + 1d6 radiant damage. For attack roles, you use your Wisdom instead of Strength.

This features radiant damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Expertise

At 2nd level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 8th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.


Path of Light

At 3rd Level, you chose a feature from either the Light of Attack or Light of Defense path. Choose between Light of Attack and Light of Defense, both detailed at the end of the class description. Your choice grants you features at 3rd Level, and again at 7th Level, 11th Level, 15th Level, and 18th Level.

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.

Extra Attack

When you reach 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Light Speed Travel

At 6th level, your Light Bender gain's the ability to step bend light around you at will. Using the light around, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn.

Refraction

At 9th Level, your Light Bender has learned how to refract light. Whenever you are in bright or lit up areas, you can refract the light around you to bounce from one place to the other. When your about to get attacked by non-spell attack that you can see as a reaction you may move in any direction up to your movement speed in a sudden burst of light.Each light sensitive creature within 5 feet are blinded for 1d4 turns.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Brightened Vision

When you reach 10th Level, your Light Bender's eyes start absorbing light from any source. Because of this you are able to see better. You can now see better in darkness (natural). You can see clearly within 30 feet of you as if it were bright light, and in darkness as if it were bright light. You can discern color in darkness, only shades of gray.


At 15th level the light in your eyes becomes concentrated. In addition to your normal vision you are now able to see with true sight up to 10 feet in front of you.

Beacon

At 13th Level, you are able to cast a large ray of light that goes up into the sky 1d6 x 10 feet. Each creature of the Light Benders choice that is within range of the Light Bender must make a Wisdom saving throw or Blinded for 1d4 turns. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Diamond Soul

Beginning at 14th level, your mastery of light grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and it fails you can do a reroll but you must take that roll.

You can use this bonus feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Indomitable Light

Light is hard to extinguish. Beginning at 15th level, when you drop down to 0 hit points, you can instead choose to drop down to 1 hit point. You may use this feature twice, regaining all uses after you finish a long rest

Supernova

When you reach 20th Level, your Light Bender is able to harness their entire storage of mana and expel it in this massive explosion. This explosion has a range of 20ft cube all around it, and whenever an enemy is caught within it, they must make a Dexterity Saving Throw of 10 + your Proficiency Bonus + your Wisdom Modifier. If they fail this roll, they take 10d10 radiant damage, or half that on a successful one. Once you use Supernova, you cannot use any light-based attack or feature from this class for 1 minute in combat. After using this feature, you can't use it again until you complete a short or long rest.

Light of Attack

The Light of Attack grants your Light Bender more options to slay their opponents, but it may leave them open defensively .

Moon Light Storm

At 3rd Level, your Light Bender can now harness their light into huge beams. Without needing any material components you are now able to cast Moon Beam at will. You can cast this spell a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Scope Light

At 7th Level, The Light Bender focuses can focus light energy around their allies. When you Use an area like effect that forces other creatures to make a saving throw, you can protect some of those creatures from the full force. Choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the ability. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.


In addition your ability to manipulate light gets the best of even the cleverest of foes. At 14th level Those creatures who are resistant to Radiant now take normal damage instead and those who are immune are now resistant.


Cero

At 11th Level, With your ever growing master of light harnessing it becomes second nature for you are enlightened. The Light Bender has begun to figure out How to concentrate light at a dangerous level producing a large beam like weapon known as a Cero. The beam takes an action to charge and fire the blast towards the enemy, 120 feet long and 5 feet wide. Each creature in the line of the Cero must make a Dexterity saving throw. The damage of the blast is 6d6 Radiant damage + 4d4 force damage on a failed save, and half as much on a successful Dexterity save. This ability can only be used once per long rest.

At 14th level, the Cero blast can be used 2 times, regaining the use of the ability at the end of a long rest. At 17th level, the Cero blast can used 3 times, regaining the use of the ability at the end of a long rest.

Shooting Star

At 15th Level, you are able to create a bow made of light out of thin air. Using the light surrounding you are about to shoot arrows made of light. The hit dice of the bow is that of a long bow + 2d6 of radiant damage, you also use your wisdom modifier to attack with it. To use this feature you must meditate for 1 hour outside of combat and until the next sunrise you are unable to make males weapons (until you switch).

Extinguished Light

At 18th level, you gain the ability to manipulate the different strings of light embedded in someone’s body. When you hit any creature with an Cero, additionally they must make a wisdom save (8+ prof+ Wisdom) on a failed save they are left permanently blind. On successful save nothing happens. This type of blindness can only be cured with the 5th level spell Greater restoration. You are able to do this feature equal to the amount of times you are able to do Cero.

You can have only one creature under the Effeffect this feature at a time. You can choose to end the vibrations harmlessly without using an action

Light of Defense

The Light of Defense turns your Light Mage into more of a support unit, leaving it weaker offensively.

Holy Ray

At 3rd Level, you can shine down a ray of holy light from the heavens, healing a friendly creature within 15ft with 2d6. This increases to 3d6 at 7th Level, 4d6 at 11th Level, 5d6 at 15th Level, and 6d6 at 18th Level.You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

I see the light light

At 7th Level, you gain the ability so see the bits and pieces of light webbed into magic. Light Benders may use their inner light to connect familiar light threads to any residual and or lingering effects to magic . This feature functions the same as the 1st level spell Detect Magic except it is at will.

Flash Step

At 11th Level, your "Light Speed Travel" feature is increased by 30 for a total of 60 feet.

Holy Binding

At 15th Level, you can shoot out 2 thick beams of hard light that act like ropes that bind opponents where they stand and start to cage itself out the captured foes. Each creature inside is under the affects of "Force Cage". You cannot use this feature again until you gained a short rest.

Aegis

At 18th Level, your Light Shield becomes a form of absolute defense. If a spell fired at you fails to hit, instead of just fizzling out of existence it is instead reflected by your Light Shield back at the caster. Also, your Light Shield now stays active for 1 minute + your Proficiency Bonus + your Wisdom Modifier + your Constitution Modifier. When casting Light Shield, it now counts as a bonus action.

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-Light Mage-> class, you must meet these prerequisites: 14 Wisdom, 12 Constitution

Proficiencies. When you multiclass into the <!-Light Mage-> class, you gain the following proficiencies: Simple Ranged Weapons, Martial Melee Weapons



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