Warlock
Base Class: Warlock

It is know by many names but as the Lightbringer, it is a known as a being of celestial light. Once cast from the heavans it was banished to the Far Realm. Some recognize it as the Burning Harbringer, a Kraken Lich forged from stardust out of pure malace. Some know it as the Fallen One, a creature who was once a God of light, honor, and feasting. In any circumstance worshipping the Lightbringer is seen as an ill omen. For the few who know religion enough recognize it as Slarkrethel a radiation infused KrakenLich from the Far Realm. Slarkrethel gives power to a select few high preists of his cults. The preists kill in his name which sends the souls of the slain to join him on his plane of existence as food or servants. Slarkrethel waits until his forces are strong enough to siege the celestial mountains and retake his place of power.

Expanded Spell List

The Lightbringer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

burning hands, shield

2nd

blindness/deafness, scorching ray

3rd

fireball, blinding smite

4th

fire shield, shadow of moil

5th

flame strike, hallow

Lightbringer's Protection

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you heal hit points equal to your Charisma modifier + your warlock level (minimum of 1).  Hit points healed in excess of your maximum hit points becomes temporary hit points. 

Lightbringer's Veil

Starting at 6th level, you can use your bonus action to activate the Lightbringer's Surge. When you do, bright light eminates from you in a burning heat this light stretches around corners but not through solid objects. All creatures of your choice  within a ten foot radius of must make a dexterity saving throw against your Spell Save DC or be blinded for one minute. A creature can repeat their saving throw at the end of each of their turns. Once a creature has succeeded in a saving throw against this ability it is immune to this ability for 24 hours.

In addition whenever you hit a blinded creature with an attack you deal an additional 1d8 radiant damage. 

You can use this ability an amout of times equal to your proficiency bonus.

Lightbringer's Will

Starting at 10th level, when you take damage that would reduce you to zero hit points, you can use your reaction to instead be reduced to one hit point. When you use this ability, your erupt in a blinding light. All creatures of your choice within 30 feet must make a Constitution saving throw verse your spell saving DC on a fail the creature is blinded for one minute. The creature can repeat its saving throw its turn as an action. Ending the effect on a success.  

Once you use this ability you can not use it again until you finish a long rest. 

Calling the Blind

Whenever you deal damage to a creature that is blinded, treat all radiant damage as a maximum roll on the dice.

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