Luminary/Hero (5e Class)
Luminary / Hero
The status of the Luminary or Hero is all in the blood. Your kingdom was destroyed as a result of your birth or A blood relative is a descendant of a grand and valiant hero. From the bravest heroes to the most intelligent wizard you have gained this power in the form of a mark that manifests somewhere on your body.
The Born and Blessed
Some heroes are born and some are blessed, Luminaries are both. Driven from a heroic bloodline you draw power from an unseen source that only exists when people are grateful to you and your party. This source is called Benevolessence. Some heroes draw power from the bonds they form with their party. Manifesting in being pumped up while fighting alongside friends. Other heroes don't need a power source other than their pure determination to save the world. Manifesting as an unwillingness to lose and a refusal to be stopped. no matter what type of hero you are you were born to save the world and you can feel that in your blood.
Creating a Luminary / Hero
Example of Heroes |
- Quick Build
You can make a Luminary/Hero quickly by following these suggestions. First, Constitution should be your highest ability score if you are going to be an Erdrick. Intelligence if you're going to be an Nine. Dexterity if you're going to be an Eight. Second, choose the Folk Hero background. Third, choose Greatsword, Scale Mail
Class Features
As a Luminary or Hero you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Luminary or Hero level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Luminary or Hero level after 1st
- Proficiencies
Armor: Light, Medium, Shields
Weapons: All simple melee weapons, Shortswords, Longswords, Greatswords, Rapiers, Flail, Battleaxe, Morningstar, Scimitar, Warpick, Warhammer
Tools: None
Saving Throws: Constitution, and Intelligence.
Skills: Choose 3: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Religion Sleight of Hand, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any Proficient Weapon
- (a) Leather Armor or (b) Scale Mail
- One trinket from someone in your charater's hometown
- 50gp, and a dagger
- If you are using starting wealth, you have 5d4 x 10 in funds.
Level | Proficiency Bonus | Features | Cantrips | Magic Points | Max Spell Level | Spells Known |
---|---|---|---|---|---|---|
1st | +2 | Magic Points, Fighting Style | 4 | 4 | 1 | 2 |
2nd | +2 | — | 4 | 6 | 1 | 2 |
3rd | +2 | Bloodline Type | 4 | 14 | 2 | 3 |
4th | +2 | Ability Score Improvement | 4 | 17 | 2 | 3 |
5th | +3 | Extra Attack (1) | 4 | 27 | 3 | 4 |
6th | +3 | Ability Score Improvement | 4 | 32 | 3 | 4 |
7th | +3 | Bloodline Type Feature | 4 | 38 | 4 | 5 |
8th | +3 | Ability Score Improvement | 5 | 44 | 4 | 6 |
9th | +4 | — | 5 | 57 | 5 | 7 |
10th | +4 | Bloodline Type Feature | 5 | 64 | 5 | 7 |
11th | +4 | Extra Attack (2) | 5 | 73 | 6 | 8 |
12th | +4 | Ability Score Improvement | 5 | 73 | 6 | 8 |
13th | +5 | — | 5 | 83 | 7 | 9 |
14th | +5 | Ability Score Improvement | 6 | 83 | 7 | 9 |
15th | +5 | Bloodline Type Feature | 6 | 94 | 8 | 10 |
16th | +5 | Ability Score Improvement | 6 | 94 | 8 | 10 |
17th | +6 | — | 6 | 107 | 9 | 12 |
18th | +6 | Bloodline Type Feature | 6 | 114 | 9 | 12 |
19th | +6 | Ability Score Improvement | 6 | 123 | 9 | 14 |
20th | +6 | Bloodline Type Feature, Extra Attack (3) | 6 | 133 | 9 | 14 |
Magic Points
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with Arcane Magic. This font of magic, whatever its Origin, fuels your Spells. See chapter 10 for the general rules of Spellcasting.
- Cantrips
At 1st level, you know four Cantrips of your choice from the Luminary spell list. You learn an additional Luminary cantrip of your choice at 8th level and another at 14th level.
- Magic Points
The Luminary table shows how many Magic Points you have to cast your Spells of 1st level and higher. To cast one of these Luminary Spells, you must expend Magic Points equal to the spells listed cost on the table of the spell's level or higher. You regain all expended Magic Points when you finish a Long Rest.
Level | Magic Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 13 |
For example, if you know the 1st-level spell Burning Hands and are level three you may spend 2 Magic Points to cast it at first level or spend 3 Magic points to cast at 2nd Level.
- Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the Luminary spell list. You learn an additional Luminary spell of your choice at each level. Each of these spells must be of a level equal to or less than you're max spell level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Luminary Spells you know and replace it with another spell from the Luminary spell list, which also must be of a level for which you have Spell Slots. Spells 6th level and higher are very draining to you so you may only ever cast 2 6th, or 7th level spells and 1 8th or 9th level spell per long rest.
- Spellcasting Ability
Intelligence is your Spellcasting Ability for your Luminary Spells, since the power of your magic relies on your ability to harness magic from your source of power. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Luminary spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier. Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier.
Fighting Styles
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack roll against it, provided the creature isn't hidden from you.
- Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction
- Mariner
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature.
Bloodline Type
At 3rd level, you chose a Bloodline Type Choose between Erdrick, Eight and Nine detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 15th, 18th and 20th level.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Erdrick
Your power comes from your fervent determination in completing your goals and making your ideals reality, However your fervor prevents you from reaching maximum magical potential. Upon Selecting this bloodline you may not cast any spell above 5th level.
- Advanced Training
At 3rd level, you may select another fighting style, and at level 15 you select a third one.
- First Hand Experience
At 7th level, you gain 7 hit points and gain another hit point per level up. Additionally, Your critical range becomes 19-20.
- Determination
At 10th level, You may use your bonus action to scream out encouraging phrases, all friendly creatures that can hear you within a 60ft range, gain a +2 to attacks and damage and all non-friendly creatures must make a wisdom save or be frightened and suffer a -2 penalty to attacks and damage, on a successful save they suffer a -1 to damage and attack rolls. You may do this a number of times equal to your constitution modifier per long rest.
- One Track Mind
At 15th Level, If you fail a Wisdom, Charisma, or Intelligence Saving Throw you may reroll the save and add your constitution modifier however you must use the rolled number. You may do this a numb er of times equal to your constitution modifier, per short rest or long rest.
- A Hero's Job
At 18th Level, At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
- To Resist Death Itself
At 20th level, the divine power that fuels your determination allows you to shrug off fatal blows. While you're in combat, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until the encounter ends, you die then only if you still have 0 hit points. Additionally, your critical hit range becomes 18-20.
Eight
Your Power comes from your desire to protect others and defend your friends and serving those you swear yourself to. You know that throwing yourself to the enemy's blade is a bad idea and that the best healing to get is the healing you don't have to do, upon selecting this bloodline you cannot cast spells above 5th level.
- Catch Me if You Can
At 3rd Level,you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Additionally, You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Hard to Pin
At level 7, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you, and you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Whipping boy
At 10th Level, you can use your action to take all the damage meant for one person within 15 feet of you until the start of your next turn. The person you pick is considered in total cover and must remain within 15 feet of you. You may do this a number of times equal to your dexterity modifier per short or long rest.
- Thunder Thrust
At 15th level, you gain the ability to increase your crit range as an action. Once per turn you may increase the crit range of an attack to 15-20, however, if you do not succeed on the critical hit your attack is automatically counted as a 2 on the die.
- Quadraslash
At 18th Level, As an action, you may expend the equivalent of a 7th level spell slot to create a crash of a thundering Heavenly Sword that, in a radius of 30ft, deals 15d10 Force and 10d10 Radiant damage to all creatures that fail a Wisdom saving throw, on a successful save they take 2/3's damage. This may be dome once per long rest.
At 20th level you gain the ability to shift into a Powerful form. The form you shift into depends on your alignment, This shift lasts for 1 minute
- Lawful Good - Ancient Gold Dragon
- Neutral Good - Ancient Silver Dragon
- Chaotic Good - Ancient Copper Dragon
- Lawful Neutral - Androsphinx
- True Neutral - Levithan, Elder Tempest, Zaratan, or, Phoenix
- Chaotic Neutral - Grey Render
- Lawful Evil - Lich
- Neutral Evil - Mind-Flayer Lich
- Chaotic Evil - Ancient Black Dragon
Nine
Your Power Comes from The Gratitude of others and you seem more angelic than the other humans
- Blessed By the Observatory
At 3rd level, You gain the Light and Sacred Flame Cantrips and you can heal yourself and others as a bonus action a number of d4's equal to your level + your Intelligence modifier, a number of times equal to your Intelligence modifier. This recharges on a short or long rest.
- Corvus' Defiance
At 7th Level, You gain the ability to spend magic points equal to a spell slots level and apply Xd8's, (where x is equal to the number of the spell slot used), to your attacks for the next 30 seconds, the damage of the d8's is radiant damage. Additionally, you gain immunity to charms, diseases and have advantage on Wisdom(Insight) rolls.
- Aquila's Empowerment
At 10th Level, When you use spells that do radiant, fire, or Lightning damage you may add your Intelligence modifier as extra damage. Additionally, you are immune to the effects of curses and cursed items.
- Pavo's Movement
At 15th level, you gain angel wings that grant a fly speed of 40 feet and your walking speed increases by 10.
- Columbia's Education
At 18th level, Your Intelligence score and Maximum both increase by 4.
- Apus Major's Dedication
At 20th level, you gain the ability to overcome grievous injuries and even death. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Additionally, When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Intelligence modifier and is blinded until the end of the current turn. Both of these abilities require a long rest before they can be used again
Luminary Spell List
You know all of the spells on the basic Luminary spell list and additional spells based on your subclass.
- Cantrips
Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Frostbite, Green Flame Blade, Gust, Light, Lightning Lure, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Poison Spray, Prestidigitation, Ray Of Frost, Shape Water, Shocking Grasp, Sword Burst, Thunderclap, True Strike
- 1st Level
Absorb Elements, Alarm, Burning Hands, Charm Person, Chromatic Orb, Color Spray, Compelled Duel, Comprehend Languages, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fist of Stone, Fog Cloud, Grease, Ice Knife, Identify, Illusory Script, Jump, Longstrider, Mage Armor, Magic Missile, Protection From Evil And Good, Ray Of Sickness, Searing Smite, Shield, Silent Image, Sleep, Tasha's Hideous Laughter, Tenser's Floating Disk, Thunderous Smite, Thunderwave, Unseen Servant, Witch Bolt, Wrathful Smite
- 2nd Level
Aganazzar's Scorcher, Alter Self, Arcane Lock, Blindness deafness, Blur, Branding Smite, Cloud Of Daggers, Continual Flame, Crown Of Madness, Darkness, Darkvision, Detect Thoughts, Dust Devil, Earthbind, Enlarge / Reduce, Flaming Sphere, Gentle Repose, Gust Of Wind, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Maximilian's Earthen Grasp, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Pyrotechnics, Ray Of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shatter, Skywrite, Snilloc's Snowball Swarm, Spider Climb, Suggestion, Web
- 3rd Level
Animate Dead, Bestow Curse, Blinding Smite, Blink, Clairvoyance, Counterspell, Dispel Magic, Elemental Weapon, Erupting Earth, Fear, Feign Death, Fireball, Flame Arrows, Fly, Gaseous Form, Glyph Of Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Lightning Bolt, Magic Circle, Major Image, Melf's Minute Meteors, Nondetection, Phantom Steed, Protection From Energy, Remove Curse, Sending, Sleet Storm, Slow, Stinking Cloud, Tidal Wave, Tongues, Vampiric Touch, Wall Of Sand, Wall Of Water, Water Breathing
- 4th Level
Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Elemental Bane, Evard's Black Tentacles, Fabricate, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Staggering Smite, Stone Shape, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall Of Fire, Watery Sphere
- 5th Level
Animate Objects, Banishing Smite, Banishment, Cloudkill, Cone Of Cold, Conjure Elemental, Contact Other Plane, Destructive Wave, Dominate Person, Dream, Geas, Hold Monster, Immolation, Legend Lore, Mislead, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Scrying, Seeming, Telekinesis, Teleportation Circle, Transmute Rock, Wall Of Force, Wall Of Stone
- 6th Level
Arcane Gate, Chain Lightning, Circle Of Death, Contingency, Create Undead, Disintegrate, Drawmij's Instant Summons, Eyebite, Flesh To Stone, Globe Of Invulnerability, Guards And Wards, Investiture Of Flame, Investiture Of Ice, Investiture Of Stone, Investiture Of Wind, Magic Jar, Mass Suggestion, Move Earth, Otiluke's Freezing Sphere, Otto's Irresistible Dance, Programmed Illusion, Sunbeam, True Seeing, Wall Of Ice
- 7th Level
Delayed Blast Fireball, Etherealness, Finger Of Death, Forcecage, Mirage Arcane, Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Plane Shift, Prismatic Spray, Project Image, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport, Whirlwind
- 8th Level
Abi Dalzim's Horrid Wilting, Antimagic Field, Antipathy Sympathy, Clone, Control Weather, Demiplane, Dominate Monster, Feeblemind, Incendiary Cloud, Maze, Mind Blank, Power Word Stun, Sunburst, Telepathy
- 9th Level
Astral Projection, Foresight, Gate, Imprisonment, Meteor Swarm, Power Word Kill, Psychic Scream, Shapechange, Time Stop, True Polymorph, Weird
Multiclassing
Prerequisites. To qualify for multiclassing into the Luminary class, you must meet these prerequisites: 13 Strength and 13 Intelligence
Proficiencies. When you multiclass into the Luminary class, you gain the following proficiencies: Light, Medium armors, Shields, Shortswords, Longswords, and Greatswords.
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