Base Class: Fighter
The Warrior of Light fights in the light, against the darkness. They do so not under any direction or due to any oath or devotion, but simply because this is the right thing to do. FIght back the darkness, and let the light prevail.
Beacon
At 3rd level when you choose this subclass, while wearing heavy armour you emit bright light in a 15 foot radius around you, and dim light for 20 feet beyond that. You may use an action to suppress this light, or activate it if it is already suppressed.
Blinding Flash:
When you use your action surge feature, your light flashes brightly, shining bright light in a 60 foot radius until the start of your next turn. during this time you are heavily obscured by blinding light, attacks you make are made with advantage, and creatures adjacent to you must make a DC15 constitution saving throw or be blinded until the end of their next turn.
Power of the Light
At 3rd level, when you take this archtype the power of the light fuels magic within you. When you land a critical hit while standing in bright light, you may, as a bonus action cast a spell without requiring material components. The spells available to you are determined by your level in this archetype, and are set out in the table below. These spells may not be up-cast at higher levels, so if you are level 8, and land a critical hit while standing in bright light, you may cast either Aganazzar's scorcher at 2nd level, or Guiding Bolt at 1st level, unless you have already done so since your last short or long rest.
You can use this feature a number of times as set out in the frequency column below.
| Level | Frequency | Spell Known |
| 3 | Once per long rest | Guiding Bolt |
| 7 | Once per short or long rest | Aganazzar's Scorcher |
| 10 | Twice per long rest | Daylight |
| 15 | Twice per short or long rest | Guardian of Faith |
| 18 | Three times per short or long rest | Flame Strike |
Radiance
At 7th level, while standing in bright light, your weapon attacks deal an additional 1d4 radiant damage. This increases to 1d6 at 11th level, 2d4, at 14th level, and 2d6 at 18th level.
You also gain proficiency in Charisma saving throws while in bright light.
Brilliance
At 10th level, you gain advantage on all intelligence saving throws and intelligence, and intelligence-based, skill checks.
Critical Mastery
At 15th level, your weapon attacks score a critical hit on a roll of 19–20, and when you land a critical hit, your next attack is rolled with advantage.
Blinded by the Light
At 18th level, while wearing heavy armour, any creature who attacks you in melee and misses must make a Constitution saving throw or be blinded for 1 minute. They can repeat this save at the end of each of their turns, ending the effect on a success. Additionally, whenever you blind a creature, you regain 4d10 hit points.
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