Base Class: Cleric
(Based off of Renegade Game Studios' Overlight RPG. Best used if you know about the setting, people, etc. The Skyborn replace all spellcasters in this world)
The Skyborn consciously draw power from the Overlight, focusing it into manifestations that other can experience. Through their values and experiences, some skyborn have affinities for specific colors, determining the exact nature and limits of their ability. Those that are powered by the ideals of knowledge and logic can draw on blue light, pulling information from the fabric of reality.
Your spells are manifested however you want, and depend strongly on your connection to the ideals and experiences powering them. For example, a skyborn who has lived in nature for much of their life may be able to derive meaning from the movement of the creatures and plants around them, while a monk who has lived in the mountains may find knowledge in watching a life-bringing fire.
Skyborn Spells
You gain Skyborn spells at the levels listed in the Skyborn (Logic) Spells table. See the Divine Domain class feature for how these spells work.
Skyborn (Logic) Spells
| LEVEL | SPELLS |
|---|---|
| 1st | alarm, identify |
| 3rd | augury, magic mouth |
| 5th | nondetection, speak with dead |
| 7th | arcane eye, divination |
| 9th | legend lore, scrying |
Glow of Experience
As you grow in experience and experiment with the ways in which you weave the Overlight, you discover new uses of its power. Each level you gain, up to level 18, you may learn one spell with level equal to or lower than half your level, rounded up. This spell can be from any list, with the DM's approval, and always counts as prepared (In the character creator, feel free to ignore the later level options until you level up).
Saving Throw Proficiencies
This subclass should have proficiency in only INT and DEX saving throws. It is impossible to change this automatically, and must be overridden manually.
Knowledge of the World
By weaving your own Blue Chroma with the Chroma of the world around you, you have the ability to draw on the cumulative knowledge and experience of many beings, extending your own abilities into areas you would have no skill in otherwise.
Choose a language, tool, weapon, or armor to become proficient in. You may switch this after a long rest.
Channel Inner Light
Starting at 2nd level, you can use your Channel Divinity to channel your inner Blue Chroma, casting one of your domain spells. This feature replaces Channel Divinity: Turn Undead (Due to the limitations of the Homebrew Creator, the Turn Undead option will still show up: don't use it)
Drawing on your own Chroma is akin to drawing on your soul for an effect, and can be devastating if not controlled. Before casting, roll [roll]1d20[/roll], and add the level of the cast spell. If the total is at or below your Intelligence score, you successfully channel your power and the spell continues as normal. If the total is higher, you suffer a shatter, channeling too much of your own essence.
The first time a shatter occurs, it usually results in some minor, but permanent effect to you, determined by the DM. If you try to use your Inner Light with this spell again, add 2 to the roll. On the second shatter, serious effects appear, and you make Inner Light rolls for the spell with Disadvantage. From now on, for this spell's purposes, your proficiency modifier is 0. On the third shatter, you may no longer cast that spell, whether through your Inner Light or otherwise. This is an extreme release of power, and has devastating consequences for the user.
Because of the immense forces involved, shatters make spells more effective, with affects of the DM's choosing. If you choose, you may automatically fail a Inner Light roll.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Radiant Strike
At 8th level, you gain the ability to infuse your weapon strikes with Chromatic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Previous Versions
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4/23/2023 11:22:36 PM
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7/16/2023 3:27:40 PM
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