Rogue
Base Class: Rogue

A bright light shines from you as to signify your importance in the world. You shine with the brightest light there is, blinding your foes and ending all conflicts before they ever really started. Light and heat surrounds you, and not even the strongest foes can withstand you.

Natural Shine

You emit bright light in a 10 foot radius of you, and dim light in an additional 10 feet. If a creature is looking at you directly for more than 1 round, they are blinded until they look away. Light emitted from you activates sunlight sensitivity for all creatures that have sunlight sensitivity excluding you.

Intensified Light

As an action, you can activate Intensified Light an amount of times equal to your proficiency bonus. Doing so allows you to intensify the light emitted from a source within 30 feet of you that you can see (this can be light emitted by you) for 1 minute. All uses are regained after a long rest.

An intensified light source emits bright light for an additional 20 feet, and dim light for an additional 20 feet. The intensified light can activate sunlight sensitivity. All creatures within the new range of bright light must succeed on a DC 12 constitution saving throw or take 1d4 radiant damage and be blinded until the start of your next turn. When making attacks, you can do so with advantage against creatures looking at a source of light that is intensified.

Light Step

While under sunlight or in the bright light produced by an intensified source of light, you gain flight speed equal to 20. You can also use your bonus action to teleport to an unoccupied square within 30 feet of you within the light. 

Brightest Day

For the next minute, you deal radiant damage instead of your normal damage. You are invisible to creatures while in bright light produced by an intensified light source. Any flammable material within 10 feet of you is set ablaze, and all creatures within 10 feet of you gain vulnerability to radiant damage when Brightest Day is used. All metal objects within 10 feet of you will start to heat up over the course of 3 turns. On the third turn, the objects will have the effect of Heat Metal.

When attacking and you miss, the creature you targeted needs to make a DC 12 constitution saving throw or take 1d4 radiant damage and be blinded until the start of your next turn. On a hit, an ally within 5 feet of you heals an amount of health equal to half of the damage dealt.

You can use Brightest Day once, and all uses are regained at dawn the next day.

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