Fighter
Base Class: Fighter

Powerful warriors of radiance, Lightcallers are individuals capable of siphoning the restorative light of the Positive Energy plane and infusing themselves and their weapons alike with this siphoned light. Serving as beacons of hope in the face of great darkness, Lightcallers cast away shadows, mend wounds, and rebuke their enemies with searing luminescence.

Shining Beacon

Beginning when you choose this archetype at 3rd level, you can call upon the radiance of the Positive Energy plane to inhabit your armaments. As a bonus action, you can imbue a weapon you're currently holding with radiant energy, causing it to emit 15 feet of bright light and dim light for an additional 15 feet. The weapon remains lit in this way until you are killed, or dismiss the light as a bonus action. For the duration, attacks made with the weapon deal radiant damage instead of its normal damage type.

At 15th level, the range of both the bright light and dim light increases to 30 feet.

Radiant Burst

Also at 3rd level, your attacks are accompanied by bursts of searing light or healing warmth. Once on each of your turns when you make an attack with a weapon under the effects of your Shining Beacon feature, you can apply one of the following effects to it:

Sear. On a hit, the target takes 1d8 extra radiant damage and must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of your current turn. On a successful save, a creature isn’t blinded.

Soothe. On a hit, choose yourself or a creature you can see within the radius of bright light created by your Shining Beacon feature. The target immediately regains a number of hit points equal to 1d8 + your Constitution modifier.

At 10th level, the damage of your Sear effect and healing of your Soothe effect both increase to 2d8.

You can cause these effects a number of times equal to your proficiency bonus per short- or long rest.

Lustrous Heart

At 7th level, your heart beats with the light of the Positive Energy plane. You gain resistance to radiant damage, cannot be blinded, and become immune to disease.

Revealing Light

Also at 7th level, the dazzling radiance you wield abjures shadows and deceit. The light emitted by your Shining Beacon feature counts as sunlight. Creatures within the light have disadvantage on Charisma (Deception) and Dexterity (Stealth) checks, and cannot turn invisible. If an already invisible creature enters the light, it becomes visible until it leaves the light.

Lambent Armor

At 10th level, as you rest, you draw ambient light from the Positive Energy plane that coalesces into a protective, shining aura around you. Whenever you finish a short rest or long rest, you gain a number of temporary hit points equal to your fighter level. When you lose these temporary hit points, the aura dissipates in a burst of light. Each creature of your choice within 15 feet of you must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of your next turn. On a successful save, a creature isn’t blinded.

Recover the Light

At 15th level, the light within you can never be snuffed out. When you roll initiative with no uses of your Shining Beacon feature remaining, you immediately regain a number of uses equal to half your proficiency bonus rounded up.

Exalted Radiance

At 18th level, the light you beckon forth from the Positive Energy plane grows more potent. Your Radiant Burst feature improves in the following ways:

Sear. On a hit, you can choose up to two additional targets within the radius of bright light created by your Shining Beacon feature. The additional targets suffer the same effects as the first target, minus the initial damage dealt by your weapon.

Soothe. On a hit, you can restore hit points to up to three eligible targets, instead of just one.

Lightcaller Image

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