Barbarian
Base Class: Barbarian

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Eyes of Twilight

You are accustomed to the brightest lights and darkest shadows. You can't be blinded and can see normally in darkness both magical and nonmagical, to a distance of 60 feet. At 10th level it increases to 120 feet. 

Walls of Light

At 3rd level, When you make an attack with a weapon you can create streaks of darkness or light which carve the battlefield. Once per turn when you make a melee weapon attack while raging, you infuse your weapon to change the strike into pure light or darkness. you create a wall that is 10 feet tall, 30 feet long and 3 inches wide. A wall of radiance or darkness that is 10 feet tall, 30 feet long and 3 inches wide emanates from your weapon in a direction you choose. Each creature in the line must make a Dexterity saving throw. The wall is blocks line of sight and lingers until the start of your next turn According to if you choose light or darkness, the effect has different properties as listed below:

Light: A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. The wall sheds bright light in a 20-foot radius and dim light for an additional 20 feet

Darkness: A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one

Improved walls

At 6th level, you mastery over the light expands, the walls that you create generate additional effects:

Light: Once per Wall, when a creature is damaged by the wall, you can use your reaction to force them to make a Constitution saving throw, on a failed save, the creature becomes blinded until the start of your next turn. In addition if the wall overlaps with an area of magical daylight, you can choose to detonate it. Each creature in the daylight to takes damage equal to the damage caused by the wall, and the wall and magical daylight then ends.

Darkness: Once per Wall, when a creature is damaged by the wall, you can use your reaction to force them to make a Strength saving throw, on a failed save, the creature becomes restrained by tendrils of darkness until the start of your next turn. In addition if the wall overlaps with an area of magical darkness, you can choose to detonate it. Each creature in the darkness takes damage equal to the damage caused by th

Heir of Twilight

At 10th level, you can cast the daylight and darkness spells at will, without requiring material components. When you cast the daylight spell in this way, the bright light created by the spell is considered daylight. When you cast the darkness spell in this way, you can select a number of creatures equal to your Constitution modifier, which can see through the darkness created by the spell.

Endless Light

At 14th level, the walls that you create can now be up to 60 feet long.

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