Base Class: Fighter
The constant show of Neon signs and buzzing lights around you finally made you wonder, "Could I use it as a weapon?", and after a few modifications to your gear, it turns out you can. wielding the same light that always shined down on you, you walk around like a knight in literal shining armor, with all the colors of the rainbow you could wish for.
Neon Artifact
Starting at 3rd level when you choose this subclass, you can designate a weapon, armor, or shield with which you are proficient with to be your neon artifact. Doing so requires you to spend an hour tinkering and modifying the item, and you must be touching the object the entire time. Once you've completed this process, the item becomes your neon artifact and is considered magical. While wielding or wearing your neon artifact, you can choose to have it shed light at the same range and strength as a standard torch, and you gain another special benefit dependent on what kind of item it was. Only you can gain the special benefits of your neon artifact.
Weapon: You have +1 to attack and damage rolls with the weapon, and you can choose to have the weapon deal radiant damage instead of the weapon's regular damage whenever you hit an attack with it.
Shield: You have +1 to all saving throws.
Armor: You have +1 to your AC.
You can only have one neon artifact at a time, needing to take the gear from the old artifact item and transferring it to the new item. Once you reach 10th level, you can have two neon artifacts at the same time, and at 15th level, you can have three.
Dazzling Critical
Starting at 3rd level, your most deadly blows are empowered by destructive brilliance. When you score a critical hit with a weapon attack, the creature takes an extra 1d8 radiant damage. This bonus increases to 2d8 radiant damage on a critical at 15th level.
Seeds of Light
By 7th level, You've begun understanding how neon lights work in a deeper level, being able to create small capsules of condensed neon light that gives you and your allies a surprisingly healthy glow. you have a number of capsules equal to either your Strength or Dexterity modifier (whichever is higher) plus your proficiency bonus, and you may toss them to allies you can see within 30ft of you as an action (up to 3 creatures in one action in combat). Each of the chosen creatures (including possibly yourself) gain +1 to their AC and all of their saving throws for 1 minute, and creatures that have gained this benefit once already cannot gain it again until after a short rest. You may also choose to have the capsules shed dim light over 10 feet for as long as the benefits last. You recharge all of your capsules or rebuild any lost ones at the end of a long rest.
Additionally, the light created by your Neon Artifact is no longer affected by magical darkness (such as the darkness spell), and can shine through said magical darkness.
Empowered Artifacts
Beginning at 10th level, the benefits of your neon artifacts improve as the tech you used to enhances them increases in quality. You gain the following additional benefits when wielding or wearing your neon artifact:
Weapon: Whenever you hit an attack with this weapon, you can create the effects of the branding smite spell on the target, except you do not deal extra radiant damage.
Shield: As an action, you can express the shield and summon a brilliant sheet of positive light energy in an unoccupied 5-foot space in front of you. This light is identical to the wall created by the wall of light spell, except you cannot use your action to launch its radiance, it does not require concentration, and it lasts for the next minute, or until you move, or you use this feature again. Activating this ability again before deactivating the first activation of light immediately ends the first activation.
Armor: As an action, for the next minute, you can gain Darkvision, though both magical and non magical darkness, out to 60 feet.
Dazzling Strike
When you reach 15th level, whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 radiant damage. Additionally, your Dazzling Critical feature improves, the additional damage increases to 2d8, and the target is blinded until the end of its next turn.
Neon Supercharger
At 18th level, with the attachment of a supercharged battery, you can overcharge your Neon artifacts into a devastating blast. As an action, you can cause one of your neon artifacts to burst with energy. Each creature within 30 feet of you that you choose must succeed in a Constitution saving throw (DC = 8 + your Strength or Dex modifier + your proficiency bonus.) On a failure, an affected creature takes 28 (5d10) radiant damage, is blinded for 1 minute, and drops any items (or creatures) it was holding. On a success, the creature takes half as much damage and isn't blinded or disarmed. Creatures immune to being blinded will still drop any items or creatures they were holding. After using this feature, the bulbs used to power the neon artifact burst completely, causing it to lose the benefits of being one.
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