Fighter
Base Class: Fighter

Archlight commanders were once guides through the feywild originally called lantern keepers who granted sentience to motes of magic to aid them in their travels through a land that does not wish to be explored. Archlight commanders are powerful individuals who have mastered the art of fighting in tandem with their bonded archlight who they keep in lanterns until ready to use.

Release Archlight

3rd-level Archlight Commander feature

You can use a bonus action to release your bonded arch light in an unoccupied space you can see within 15 ft. of you. The arch light remains until it is destroyed placing it back in its lantern, or you dismiss it back into its lantern as a bonus action, you summon a different arch light, or until you are incapacitated

Your archlight has AC {{14+proficiency#unsigned}}, 10+ your charisma bonus + your fighter level hit point, and resistance to radiant damage. If it has to make a saving throw, it uses your bonus for the roll. It is small, and occupies its space. If your echo is ever more than 60 ft. from you at the end of your turn, it returns to its lantern.

You can control your archlight in the following ways:

  • You can mentally command the archlight to move up to 30 ft. in any direction (no action required)
  • As a bonus action you can command your archlight to rejuvenate you or an ally giving temporary hit points equal to twice your PB.
  • When you take the Attack action, you can make a grapple or shove attack from your arch lights position instead of taking that attack, You make this choice with each attack
  • When a creature you can see within 5 ft. of your archlight moves into its threatened area of 5ft, you can use your reaction to force that creature to make a constitution saving throw or be blinded for one round

Breaking Burst

3rd-level  Archlight Commander feature

You can command your archlight to expend its energy. Whenever you take the Attack action, you can make one additional action from your arch light causing it to burst in radiant energy. Each creature you designate within 10 ft of your arch light must make a wisdom saving throw or take 2d6 radiant damage or half as much on a successful save.

This damage increases to 3d6 at 7th, 4d6 at 11th level, & 5d6 at 18th. Once all uses of this ability are used your arch light returns to its lantern.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Relight

7th-level Archlight Commander feature

Whenever your arch light goes down you can choose to take double the damage of the attack that dropped it putting it back to half health. You can use this ability a number of times equal to your proficiency bonus

Your archlight can also cast the guidance cantrip with a casting time of an action

True Reflection

10th-level Archlight Commander feature

You can command your archlight to make the unseen seen. Using your reaction you can make your archlight cast faerie fire in an area you believe an invisible creature to be. Fay have disadvantage on the saving throw for this spell

  • Additionally whenever you score a critical hit with an attack roll your archlight regains one use of its breaking burst feature (no limit)

Once you use this feature, you can’t use it again until you finish a short or long rest.

Lightspeed Blessing

15th-level Archlight Commander feature

You and your archlight have bonded to a point of unity. You can command your archlight to transform into wings on your or an allies back granting you/them a flying speed of 70ft. Additionally while your archlight is in this form whenever you take the dash action your movement speed is tripled instead of doubled

While in this form it can move up to 700ft away from you before dispersing back into its lantern

You can use this feature a number of times equal to half your proficiency bonus (a minimum of once). You regain all expended uses when you finish a long rest.

 

Dual Refraction

18th-level Archlight Commander feature

You can use a bonus action to reflect your arch light into real space with your release archlight feature, these two creatures coexist, If you try to create a second reflection, the previous two are dispersed. Anything done from one archlights position can be done from the other’s instead. You can also command both to give temp hp at the same time. Both disperse when you have no uses of your breaking burst feature.

In addition, when you roll initiative and have no uses of your Breaking Burst feature left, you regain one use of that feature.

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