Base Class: Wizard
Light is an energy that surrounds us, offers shelter from the unknown, and leads us towards not just the right path, illuminates it for us as well. Divinity has harnessed light as a holy energy, but light, by its nature, is a scientific wonder. Given time and study, you have learned how to manipulate photonic force, bend it, enhance it, condense it, and weaponize it, until it has become the greatest sword and shield in your arsenal.
Mastery of Light
At 2nd level, you learn the Light and Dancing Lights Cantrips, and may add them to your spellbook. When you cast either spell, you can choose to double or half the light it emits as part of casting the spell.
Refracting Beam
You have a semblance of control over the intensity of light, enough to weaponize it. As an action, you can expend a spell slot to fire a beam of light at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. The pinpoint beam can strike extremely small surfaces, allowing it to ignore half and three-quarters cover, as long as.you can see the target. On a hit, the target takes 1d8 per level of the spell.
Transparency
You've learned how to manipulate matter to allow light to pass through it. As an action, you can touch a Small or Tiny Object, causing it to appear invisible. If the object is a container, you may choose to make the contained objects invisible as well. Alternatively, you can touch a door, wall, or other surface to create a similar effect, causing up to a 5-foot square section to become entirely transparent. The effect is prevented in areas with at least 3 feet of wood, 2 feet of stone, 1 foot of metal, or 1 inch of lead in thickness. An affected object or surface investigated with Detect Magic reveals an aura of transmutation, rather than illusion. This effect ends after 1 hour. You may do so a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Flash Step
Starting at 10th level, you have resistance to radiant damage and advantage on saves that would impose the blinded condition on you. In addition, you can disappear in a blinding flash of light. As a bonus action on your turn, if you are in an area of bright light, you can teleport up to 60 feet to another area of bright light you can see. When you do, each creature within 10 feet of the space you left and the space you arrived in must make a Constitution saving throw against your spell save DC. On a failure they are blinded until the end of your next turn. Creatures who fail the save by 10 or more are blinded for 1 minute. You can do so a number of times equal to your Intelligence modifier, and you regain all expended uses after a long rest.
Scintillating Shield
At 14th level, your mastery of light allows you to bend light into a formidable shield around you and your allies. As an action, you can expend a spell slot and target a creature within 60 feet of you that is in bright light (the creature can be you). The light around that creature bends to make an aura of blinding energy. The creature sheds bright light for 30 feet and dim light for an additional 30 feet for 1 minute, or until the effect ends. A creature within 10 feet of the protected creature that hits it with a melee attack must make a Dexterity saving throw against your spell save DC. On a failed save, they take damage equal to 5 times the level of the expended slot, or half as much on a successful save. After the damage is dealt, the shield's light disperses, and the effect ends.
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