Base Class: Warlock
The Forgotten Light is not a single universally recognized being. It is a title whispered in forbidden scriptures, broken hymns, sealed observatories, ruined temples, and the final testimonies of prophets whose gods refused to answer them.
Some traditions describe the Forgotten Light as a star deity imprisoned beyond the heavens. Others claim it is a solar titan cast down during an ancient divine war, an abandoned herald of the Celestial Harmony, or the severed heart of a celestial realm destroyed before recorded history. A darker interpretation suggests that the Forgotten Light was deliberately erased from worship because its radiance exposed truths the gods wished hidden.
Whatever its origin, the being still reaches into the mortal world through narrow fractures in its prison. Its radiance is cold, distant, and burdened with longing. It does not blaze with the triumphant brilliance of a noon sun. Instead, it resembles the final ember in a dying hearth, moonlight through smoke, a lantern carried across a battlefield, or the faint glow beneath a sealed door.
Warlocks who accept its pact become bearers of that concealed flame. They illuminate forgotten paths, preserve hope in places abandoned by conventional faith, expose creatures that thrive in darkness, and survive calamities that should have destroyed them. Their magic combines radiance, fire, shadow, endurance, and revelation.
Yet service to the Forgotten Light is not without danger. Every use of its power weakens some unseen barrier. The Warlock may be freeing a benevolent celestial unjustly imprisoned—or slowly releasing something whose light was sealed for good reason.
Origins in Aetheris
The oldest known references to the Forgotten Light appear in fragmented celestial records recovered from beneath Ozythralis. These texts describe a radiant entity whose name was removed from divine genealogies after an event referred to only as the Veiling.
The entity may have been connected to the earliest battles against the Old Ones. Some scholars believe it sacrificed itself to seal a breach into the Void Beyond. Others argue that the being attempted to reveal forbidden knowledge concerning the true origins of the gods and was imprisoned for its defiance.
Fragments of the tradition have appeared throughout Aetheris:
- In Ozythralis, isolated monasteries preserve lanterns said to contain embers from the original Veiling.
- In Sahariad, certain scholars connect the Forgotten Light to celestial disturbances surrounding the Comet of Suthakhet.
- In Drakthar, resistance movements invoke the Light as a symbol of hope hidden beneath oppression.
- In the Dominion of Xathrin, possession of its scriptures is punishable by execution.
- In the Obsidian Hegemony, secret cults use its radiance to expose shapechangers, possessed officers, and corrupted commanders.
- In the Freeholds of Rhonadral, traveling Lightbearers guide refugees, search ruins, and protect settlements from creatures of darkness.
- In the Evershade Sovereignty, mystics debate whether the Light is celestial, Fey, or something predating both.
- In the Skyborne Dominion, arcanists seek to identify the celestial prison through astronomical calculation.
The pact rarely begins through formal invocation. Most Warlocks encounter the Forgotten Light during a moment of abandonment, despair, imprisonment, or mortal danger. A voice speaks from behind the darkness. A cold flame appears where no fire should burn. A forgotten constellation becomes visible. A dying person opens their eyes and sees a light no one else can perceive.
The pact is sealed when the mortal chooses to carry that light forward.
Philosophy and Doctrine
Warlocks of the Forgotten Light do not possess a unified church. Their beliefs arise from dreams, visions, scattered texts, and the enigmatic instructions of their patron.
Several principles recur across most traditions.
Light Is Not Comfort
True illumination does not merely soothe. It reveals wounds, crimes, lies, hidden roads, and truths that may be painful to confront.
Nothing Is Truly Forgotten
Names may be erased, temples destroyed, histories rewritten, and gods cast from memory. Yet traces remain. The Forgotten Light teaches its servants to recover what others attempted to bury.
Hope Is an Act of Defiance
Hope is not passive optimism. It is the decision to continue when defeat appears inevitable. A Lightbearer is expected to stand when others cannot.
Shadow Proves the Light Exists
Darkness is not always the enemy of radiance. Shadows reveal shape, conceal fragile flames, and protect those not yet strong enough to endure revelation.
Endurance Is Sacred
The Forgotten Light was imprisoned but not extinguished. Its Warlocks are expected to embody the same resilience.
Every Seal Has a Purpose
The most troubling doctrine warns that imprisonment does not always mean injustice. Some Lightbearers dedicate themselves to freeing their patron. Others believe their duty is merely to channel its power without breaking the prison.
The central tension of the pact is uncertainty. The Warlock receives genuine protection, guidance, and radiant power, but rarely receives proof that releasing the Forgotten Light would benefit the world.
Visual Identity
Warlocks of the Forgotten Light appear caught between celestial radiance and deep shadow.
Common clothing includes:
- Dark traveling coats lined with pale gold or silver.
- Hooded robes embroidered with hidden constellations.
- Charcoal leather armor with luminous seams.
- Veils of translucent black fabric.
- Lantern charms worn at the throat or waist.
- Broken halos fashioned from brass, silver, or blackened steel.
- Star-shaped clasps and mirrored ornaments.
- Ash-gray gloves marked with radiant sigils.
Their magic commonly manifests as:
- Pale gold, white, silver, violet, or blue-white flame.
- Light emerging through cracks in shadow.
- A fractured halo appearing behind the head.
- Glowing embers drifting upward rather than falling.
- A dark silhouette surrounded by a luminous outline.
- Brief glimpses of unfamiliar constellations.
- Chains of shadow breaking around a spell.
- Cold sunlight that casts unusually long shadows.
- A distant celestial eye opening behind clouds.
Their light often lacks ordinary warmth. Even fire conjured through the pact may feel like winter sunlight or the radiance of a distant star.
Role in Aetheris
Battlefield Role
The Pact of the Forgotten Light functions as a ranged striker, support caster, and resilient battlefield anchor. It enhances radiant and fire magic, protects allies during critical moments, reveals concealed enemies, and allows the Warlock to survive otherwise lethal attacks.
Social Role
Lightbearers frequently become guides, witnesses, rescuers, investigators, hidden prophets, and protectors of persecuted communities. Their magic makes them valuable in ruins, underground settlements, cursed lands, and regions affected by supernatural darkness.
Religious Role
Established temples disagree about the pact. Some view the Forgotten Light as an unjustly erased celestial power. Others consider it a dangerous false god or imprisoned heretic. Warlocks of the pact may be welcomed as lost prophets or hunted as agents of forbidden divinity.
Political Role
Oppressive governments fear Lightbearers because their symbolism encourages resistance and their magic exposes hidden corruption. Rebels, refugees, and persecuted minorities often adopt the image of the veiled lantern as a sign of survival.
Adventuring Role
Within an adventuring company, a Lightbearer provides ranged damage, emergency support, illumination, magical investigation, and protection against darkness, necrotic power, and concealed enemies.
Subclass Integration
Major Polities
Concord of Veltrion
The Concord permits study of the Forgotten Light but closely monitors organized worship. Scholars debate whether it is a lost celestial, a powerful planar entity, or an aspect of an existing god.
March of Draeven
Draeven authorities tolerate registered Lightbearers who submit to investigation. Unlicensed cult activity is treated as a potential planar security threat.
Helbrann League
The pact is respected among isolated communities where lantern-bearing Warlocks protect mountain roads and rescue travelers during supernatural storms.
Freeholds of Rhonadral
Lightbearers operate with relative freedom. Many become wandering protectors, ruin explorers, private investigators, or champions of communities neglected by larger institutions.
Evershade Sovereignty
Evershade scholars are fascinated by the Light’s connection to memory and obscurity. Some believe it was hidden through a cosmic glamour similar to powerful Fey magic.
Skyborne Dominion
Dominion arcanists seek to locate the patron through astronomical observation. Some hope to exploit its prison as an energy source.
Dominion of Xathrin
The pact is outlawed. Xathrin authorities fear its ability to expose hidden rituals, protect souls, and inspire resistance.
Obsidian Hegemony
Lightbearers are hunted as subversives. Secret cells use the pact’s powers to guide escaped captives, expose infiltrators, and strike against corrupted officers.
Organizations and Orders
Possible connections include:
- Rebel networks.
- Celestial observatories.
- Lantern-bearing monastic orders.
- Refugee protection societies.
- Ruin explorers.
- Anti-undead organizations.
- Scholars of forgotten gods.
- Blood Hunter orders opposing corruption.
- Secret religious communities.
- Astronomers studying vanished constellations.
- Agents investigating the Old Ones.
- Temples devoted to hope, endurance, or revelation.
Religious and Philosophical Movements
The pact attracts people who believe that divine truth has been censored or that forgotten powers still shape the world. This places Lightbearers in conflict with established religions that claim exclusive authority over celestial history.
Rival Factions and Enemies
Frequent enemies include:
- The Dominion of Xathrin.
- The Obsidian Hegemony.
- Cults devoted to supernatural darkness.
- Undead that fear sunlight.
- Fiends who corrupt hope.
- Organizations that suppress history.
- The Eightfold Ledger.
- The Meridian Consortium.
- Agents of the Old Ones.
- Celestial authorities that participated in the Veiling.
- Fanatical Lightbearers attempting to break the patron’s prison.
Expanded Spell List
The Forgotten Light expands the range of spells available to you. The following spells are added to the Warlock spell list for you.
|
Spell Level |
Spells |
|
1st |
Faerie Fire, Guiding Bolt |
|
2nd |
Continual Flame, See Invisibility |
|
3rd |
Daylight, Revivify |
|
4th |
Fire Shield, Guardian of Faith |
|
5th |
Dawn, Flame Strike |
These spells count as Warlock spells for you.
When you cast a spell from this expanded list that normally requires a material component with a listed gold cost, you must still provide that component unless a feature explicitly states otherwise.
Optional Eldritch Invocations
These invocations are available to Warlocks who have chosen the Pact of the Forgotten Light.
Eternal Lantern
Prerequisite: Pact of the Forgotten Light
You learn the Light cantrip. It counts as a Warlock cantrip for you and does not count against your number of cantrips known.
When you cast Light, you may cause the illuminated object to reveal invisible creatures and objects within 5 feet of it as faint outlines.
A creature revealed in this way remains revealed until it leaves the area.
At 11th level, the revealing radius increases to 10 feet.
Ash and Starshard
Prerequisite: Pact of the Forgotten Light, 5th level
Once during each of your turns when you reduce a creature to 0 hit points with radiant or fire damage, you can cause fragments of light and shadow to erupt from it.
Each enemy within 10 feet of the creature must make a Dexterity saving throw against your Warlock spell save DC.
On a failed save, a creature takes force damage equal to your Charisma modifier plus your proficiency bonus.
On a successful save, it takes no damage.
You can use this invocation a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Sun-Split Secrets
Prerequisite: Pact of the Forgotten Light, 9th level
You can cast Flame Strike once without expending a spell slot.
When you cast it through this invocation, half of its fire damage can be changed to psychic damage.
You regain the ability to cast it in this way when you finish a long rest.
Chainbreaker’s Radiance
Prerequisite: Pact of the Forgotten Light, 7th level
When you deal radiant damage to a creature that is charmed, frightened, restrained, possessed, or magically controlled, you can grant it a new saving throw against one such effect.
The creature adds your Charisma modifier to the saving throw.
You can use this invocation once per short or long rest.
Lantern at the Threshold
Prerequisite: Pact of the Forgotten Light, Pact of the Chain
Your familiar can emit bright light in a 10-foot radius and dim light for an additional 10 feet.
When a creature within the bright light makes a death saving throw, it can add your Charisma modifier to the roll.
Once a creature benefits from this bonus, no creature can benefit from it again until you finish a short or long rest.
Blade of the Veiled Sun
Prerequisite: Pact of the Forgotten Light, Pact of the Blade, 5th level
When you summon or create your pact weapon, you can cause it to emit pale celestial flame.
Once per turn when you hit with the weapon, you can change the attack’s damage type to radiant or fire.
When you hit an undead or fiend with the weapon, it cannot benefit from invisibility until the beginning of your next turn.
Chronicle of Erased Stars
Prerequisite: Pact of the Forgotten Light, Pact of the Tome
Your Book of Shadows records names, histories, and celestial signs that have been magically erased.
You gain proficiency in History or Religion. If you already possess proficiency in the chosen skill, your proficiency bonus is doubled for checks involving forgotten gods, lost civilizations, celestial entities, or deliberately altered records.
You can cast Augury once without expending a spell slot, regaining the ability to do so after a long rest.
The answer appears as a pattern of stars, embers, or cracks of light across the pages.
Talisman of the Last Ember
Prerequisite: Pact of the Forgotten Light, Pact of the Talisman
When the wearer of your talisman fails a saving throw against being blinded, frightened, or reduced to 0 hit points, it can roll your Guiding Embers die and add the result to the saving throw or death saving throw.
Once the talisman grants this benefit, it cannot do so again until you finish a short or long rest.
Playing This Subclass
Intended Playstyle
The Pact of the Forgotten Light is designed for players who want to combine offensive spellcasting with emergency support and strong thematic resilience.
At 3rd level, Radiant Veil improves radiant and fire magic while Veiled Illumination provides protection and a limited blinding effect. Guiding Embers gives the Warlock a reliable support reaction without overshadowing a Bard’s broader inspiration abilities.
At 6th level, Shadowflame Halo improves perception in darkness and provides a reactive damage-and-fear effect. It allows the Warlock to defend allies without becoming a dedicated healer.
At 10th level, Light Beyond the Grave creates a powerful but controlled survival state. It relies primarily on temporary hit points and limited resistances rather than resistance to nearly all damage or recurring true healing.
At 14th level, Dawn Unforgotten transforms the Warlock into a mobile source of sunlight, damage, battlefield support, and revelation. The player must choose which enemies suffer its full intensity and which ally receives protection each round.
Strengths
- Strong radiant and fire damage support.
- Emergency assistance through Guiding Embers.
- Good resistance to necrotic effects.
- Excellent performance in darkness.
- Limited anti-invisibility capability.
- Strong resilience at higher levels.
- Effective against undead and fiends.
- Powerful once-per-long-rest battlefield transformation.
- Good thematic and investigative utility.
Weaknesses
- Limited armor and physical defenses.
- Many features depend on reactions or bonus actions.
- Less effective against radiant-resistant creatures.
- Does not provide sustained healing.
- Strongest abilities have limited uses.
- Several benefits require allies to remain nearby.
- Light-producing abilities can reveal the party’s position.
- Pact Magic slots remain scarce.
- The subclass has fewer charm or social manipulation features than many Warlock patrons.
Tactical Identity
A typical battle might proceed as follows:
- Activate Veiled Illumination before entering danger.
- Use Guiding Embers to support a crucial attack or saving throw.
- Deal enhanced radiant or fire damage through Radiant Veil.
- Use Halo’s Rebuke when an enemy harms you or an ally.
- Preserve Light Beyond the Grave for a potentially fatal moment.
- Invoke Dawn Unforgotten during a major confrontation.
- Position yourself so allies remain within the light while enemies are forced to endure Burning Revelation.
Roleplaying This Subclass
A Warlock of the Forgotten Light often displays a quiet, stubborn form of hope.
They may not believe that everything will improve. Instead, they believe that surrender guarantees darkness.
Common traits include:
- Carrying a lantern even when they do not need one.
- Memorizing names erased from public records.
- Becoming uncomfortable in brightly lit temples.
- Treating darkness as shelter rather than evil.
- Distrusting institutions that claim perfect moral authority.
- Comforting others without making false promises.
- Preserving damaged books, broken icons, and forgotten memorials.
- Refusing to abandon prisoners or the lost.
- Studying the night sky for unfamiliar stars.
- Hearing distant chains when casting powerful magic.
Narrative Tensions
Liberation or Catastrophe
The Warlock must determine whether the patron deserves freedom.
Hope or Obsession
Commitment to recovering forgotten truth can become destructive fixation.
Revelation or Mercy
Some truths illuminate. Others destroy lives.
Faith or Exploitation
The patron may genuinely care for the Warlock—or merely use them to weaken its prison.
Forgotten or Deliberately Erased
The patron’s disappearance may have been an injustice, a necessity, or both.
Faction and Organization Connections
Likely Allies
- Rebel movements.
- Refugee networks.
- Scholars of forbidden history.
- Astronomers.
- Celestial researchers.
- Anti-undead orders.
- Blood Hunters opposing corruption.
- Lantern-bearing monastic traditions.
- Explorers of lost ruins.
- Communities abandoned by major faiths.
- Priests devoted to hope or redemption.
- Former prisoners and liberated slaves.
Likely Patrons or Intermediaries
- A spectral messenger composed of cold flame.
- A celestial prisoner speaking through dreams.
- A broken solar relic.
- A forgotten constellation.
- A sealed shrine beneath an ancient city.
- A prophet erased from recorded history.
- A sentient lantern containing a fragment of the patron.
- A celestial being claiming to oppose the Forgotten Light.
Common Enemies
- The Dominion of Xathrin.
- The Obsidian Hegemony.
- The Eightfold Ledger.
- The Meridian Consortium.
- Undead that fear sunlight.
- Fiends that manipulate despair.
- Cults of absolute darkness.
- Censors and historical revisionists.
- Celestial authorities concealing the Veiling.
- Agents of the Old Ones.
- Fanatics seeking to break every seal protecting the world.
Adventure Hooks
The Missing Constellation
A constellation visible in ancient maps has disappeared from the sky and from the memories of almost every living astronomer. The Warlock alone can still see it.
The Lantern Beneath Xathrin
A sealed chamber beneath a Xathrin soul market contains a flame that whispers the true name of the Forgotten Light.
The Saint Who Never Existed
A ruined temple honors a celestial martyr, but every official religious archive insists the individual never existed.
The Cracking Seal
Each time the Warlock uses Dawn Unforgotten, a celestial prison weakens. Something beyond the seal has begun answering in a voice different from the patron’s.
The Ashen Pilgrims
A column of refugees follows a lantern no one is carrying. The light is leading them toward a ruin connected to the Veiling.
The False Dawn
A powerful cult claims to have freed the Forgotten Light. Their miracles are real, but the entity answering them may be an Old One wearing celestial radiance.
Notable NPCs
Edrien Sol-Veiled
Species: Fallen
Homeland: Ozythralis
Role: Keeper of a sealed celestial observatory
Edrien has spent two centuries mapping stars that no longer officially exist. His body is covered in luminous scars corresponding to vanished constellations.
He believes the Forgotten Light was imprisoned to prevent it from revealing the gods’ role in the earliest Old One bindings.
Marra Veylan
Species: Arden Rhyd
Homeland: Drakthar
Role: Resistance guide and rescuer
Marra leads escaped prisoners through Hegemony territory using a lantern whose flame cannot be seen by those she considers enemies.
She cares little for celestial theology. To her, the Forgotten Light is simply the power that answered when every recognized god remained silent.
Brother Halven Orr
Species: Human
Homeland: Concord of Veltrion
Role: Scholar and reluctant cult leader
Halven began as an academic investigating erased religious traditions. His discoveries transformed him into the center of a rapidly growing movement.
He insists he does not worship the Forgotten Light, yet thousands now repeat his writings as scripture.
Balance Notes
Intended Role
Primary: Ranged striker and support
Secondary: Resilient battlefield anchor
Damage Profile
Radiant Veil adds Charisma modifier damage once per turn, comparable to other subclass damage riders but limited to radiant and fire Warlock spells.
Halo’s Rebuke provides limited reaction damage. Dawn Unforgotten adds area pressure but restricts the number of creatures affected each round through the Charisma modifier.
The subclass does not increase Eldritch Blast damage unless the Warlock converts or supplements it through other features.
Survivability
Veiled Illumination provides necrotic resistance.
Light Beyond the Grave prevents defeat once per long rest and grants temporary hit points with limited elemental resistances. It no longer grants resistance to all damage except force, which would be excessive for a 10th-level feature.
Dawn Unforgotten improves group survival through temporary hit points rather than automatic recurring healing.
Utility
The subclass provides:
- Enhanced light.
- Limited anti-invisibility.
- Darkvision.
- Support for critical rolls.
- Magical darkness suppression.
- Sunlight generation.
- Historical and celestial investigation through invocations.
- Strong narrative connections to forgotten lore.
Resource Economy
The subclass uses:
- Proficiency-bonus uses of Veiled Illumination.
- Charisma-modifier uses of Guiding Embers.
- Proficiency-bonus uses of Halo’s Rebuke.
- One use of Light Beyond the Grave per long rest, with one possible Pact-slot recovery.
- One use of Dawn Unforgotten per long rest, with additional use through a 5th-level Pact Magic slot.
The original costs of five and six Pact Magic spell slots were removed because a Warlock cannot reasonably possess or expend that many slots in ordinary play.
Comparison to Similar Subclasses
Compared with the Celestial patron, the Forgotten Light offers:
- Less direct healing.
- Greater self-preservation.
- Better darkness interaction.
- Stronger anti-invisibility tools.
- More area control at high level.
- A more ambiguous religious identity.
Compared with the Undead patron, it offers:
- Less fear-based offense.
- More ally support.
- Stronger radiant damage.
- Better anti-undead identity.
- Less transformation-based durability.
Compared with the Fiend patron, it offers:
- Lower immediate offensive burst.
- Better ally protection.
- Less temporary-hit-point generation from kills.
- Stronger resilience against necrotic effects.
- Greater utility in darkness.
Potential Risks
Guiding Embers should remain limited by reaction economy and uses per long rest. It is intentionally narrower than Bardic Inspiration and cannot stack with it on the same roll.
Dawn Unforgotten combines damage, protection, and utility, but its strongest effects are limited by one target per round for temporary hit points and a Charisma-based limit on affected enemies.
Light Beyond the Grave provides substantial survivability without true recurring healing or universal resistance.
Summary
The Pact of the Forgotten Light is a Warlock subclass centered on hidden radiance, endurance, revelation, and hope preserved beneath shadow.
Its Warlocks enhance radiant and fire magic, cloak themselves in cold celestial light, guide allies through dangerous moments, punish enemies with shadowflame, and survive otherwise fatal wounds. At the height of their power, they become living vessels of an imprisoned dawn, surrounding themselves with sunlight that exposes enemies and protects companions.
The subclass is designed for players who want a Warlock capable of supporting allies without becoming a full healer, dealing radiant damage without resembling a conventional priest, and exploring the mystery of a celestial being whose imprisonment may have been either a terrible injustice or a necessary safeguard.
“Carry the ember. Guard it from the wind. One day the sealed dawn may rise—but until then, we are its light.”
Radiant Veil
The Forgotten Light kindles a fragment of its sealed radiance within your soul.
You learn the Sacred Flame cantrip. It counts as a Warlock cantrip for you and does not count against your number of cantrips known.
When you cast Sacred Flame, its range becomes 90 feet.
In addition, once during each of your turns when you deal fire or radiant damage with a Warlock cantrip or spell, you can deal additional radiant damage to one creature damaged by the spell.
The additional damage equals your Charisma modifier, with a minimum of 1.
You cannot apply this additional damage more than once to the same casting of a spell, even if the spell deals damage on multiple turns.
Veiled Illumination
As a bonus action, you can surround yourself with spectral radiance for 1 minute.
For the duration:
- You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
- You have resistance to necrotic damage.
- You have advantage on saving throws against effects that would magically blind you.
- Magical darkness created by a spell of a level no higher than your Pact Magic spell-slot level cannot extinguish the light you produce.
- You can suppress or restore the light as a bonus action without ending the feature.
Once during each activation, when a creature you can see within 30 feet hits you with an attack, you can cause the Veil to flare. The attacker must make a Constitution saving throw against your Warlock spell save DC.
On a failed save, the creature is blinded until the end of its next turn.
On a successful save, the creature has disadvantage on the next attack roll it makes before the end of its next turn.
You can activate Veiled Illumination a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Action Type: Passive; bonus action
Uses: Proficiency bonus per long rest
Duration: 1 minute
Scaling: Additional damage uses Charisma; darkness interaction scales with Pact Magic slot level
Guiding Embers
You can place a fragment of your patron’s light within another creature, guiding it through a moment of uncertainty.
When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d6 and add the result to the roll.
You can use this reaction after the creature rolls but before the Game Master declares whether the roll succeeds or fails.
A creature cannot benefit from Guiding Embers and Bardic Inspiration on the same roll.
You can use Guiding Embers a number of times equal to your Charisma modifier, with a minimum of once. You regain all expended uses when you finish a long rest.
The Guiding Embers die becomes a d8 at 10th level and a d10 at 14th level.
When you activate Veiled Illumination, you regain one expended use of Guiding Embers.
Once you regain a use in this way, you cannot do so again until you finish a short or long rest.
Action Type: Reaction
Uses: Charisma modifier per long rest
Range: 30 feet
Duration: Instantaneous
Scaling: d6 at 3rd level, d8 at 10th level, d10 at 14th level
Shadowflame Halo
Your radiance has learned to move through darkness rather than merely opposing it.
You gain darkvision to a range of 120 feet.
If you already possess darkvision, its range increases by 60 feet, to a maximum of 180 feet.
While you are in dim light or darkness, you can see invisible creatures and objects within 10 feet of you as faint luminous silhouettes. You do not perceive their full appearance, but they gain no benefit from invisibility against your attacks while within this range.
You also gain the following reaction.
Halo’s Rebuke
When you or an ally you can see within 30 feet takes damage from a creature you can see, you can use your reaction to unleash a pulse of shadow-cloaked radiance at the attacker.
The attacker must make a Wisdom saving throw against your Warlock spell save DC.
On a failed save, it takes 2d10 radiant or fire damage, chosen when you use the feature, and is frightened of you until the end of its next turn.
On a successful save, it takes half as much damage and is not frightened.
If Veiled Illumination is active when you use Halo’s Rebuke, you can teleport to an unoccupied space you can see within 10 feet of the damaged ally after resolving the saving throw.
This movement does not provoke opportunity attacks.
You can use Halo’s Rebuke a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Its damage increases to 3d10 at 10th level and 4d10 at 14th level.
Action Type: Reaction
Uses: Proficiency bonus per long rest
Range: 30 feet
Duration: Frightened until the end of the attacker’s next turn
Scaling: 2d10 at 6th level, 3d10 at 10th level, 4d10 at 14th level
Light Beyond the Grave
The ember within you refuses to be extinguished.
You gain resistance to radiant damage.
You also have advantage on death saving throws.
When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead and enter a state of Unforgotten Radiance.
Unforgotten Radiance lasts for 1 minute and grants the following benefits:
- You immediately activate Veiled Illumination without expending a use.
- You gain temporary hit points equal to twice your Warlock level.
- You have resistance to necrotic, radiant, fire, and cold damage.
- At the beginning of each of your turns, if you have no temporary hit points remaining, you gain temporary hit points equal to your Charisma modifier.
- A creature that hits you with a melee attack while within your bright light takes radiant damage equal to your proficiency bonus.
- You cannot be frightened.
- Your movement does not provoke opportunity attacks from undead or fiends.
The effect ends early if you are incapacitated after falling unconscious, or if you choose to end it as a bonus action.
Once you use Light Beyond the Grave, you cannot use it again until you finish a long rest.
You can regain its use by expending one Pact Magic spell slot as a bonus action. Once you regain it in this way, you cannot do so again until you finish a long rest.
Regaining the feature does not activate it.
Action Type: No action when reduced to 0 hit points; bonus action to recover the use
Uses: Once per long rest; one additional recovery through a Pact Magic spell slot
Duration: 1 minute
Scaling: Temporary hit points equal twice your Warlock level
Clarification
The recurring temporary hit points do not restore lost hit points and cannot accumulate. This feature improves survival without creating unlimited healing.
Dawn Unforgotten
You become a living fracture in the prison of your patron, allowing its sealed radiance to pour briefly into the world.
As an action, you assume the Mantle of the Unforgotten Dawn for 1 minute.
The effect ends early if you are incapacitated or dismiss it as a bonus action.
While the Mantle is active, you gain the following benefits.
Veiled Sun
You shed sunlight in a 30-foot radius and dim light for an additional 30 feet.
You can choose any number of creatures to be unaffected by the sunlight’s visibility, allowing the light to appear muted or unseen to them while they remain within the area.
Magical darkness created by a spell of 5th level or lower is suppressed within the sunlight.
Burning Revelation
When an enemy enters the bright light for the first time on a turn or starts its turn there, you can force it to make a Constitution saving throw against your Warlock spell save DC.
On a failed save, it takes 3d8 radiant damage.
On a successful save, it takes half as much damage.
Undead and fiends make this saving throw with disadvantage.
A creature can take this damage only once per turn.
You can subject a number of creatures to Burning Revelation during each round equal to your Charisma modifier, with a minimum of one.
Light of Endurance
At the beginning of each of your turns, choose yourself or one ally within the bright light.
The chosen creature gains temporary hit points equal to 1d8 plus your Charisma modifier.
If the creature is at 0 hit points, it instead becomes stable and can immediately make one death saving throw. On a success, it regains 1 hit point.
A creature can receive temporary hit points from Light of Endurance only once per round.
Unshadowed Sight
You and allies of your choice within the bright light gain the following benefits:
- Invisible creatures do not gain advantage on attack rolls against them.
- They have advantage on saving throws against being blinded or frightened.
- Undead and fiends have disadvantage on opportunity attacks against them.
- They can see through nonmagical darkness and lightly obscured areas without penalty.
Reclaimed Flame
Once during each of your turns when you deal radiant or fire damage to a creature within the bright light, you can cause one additional creature of your choice within 10 feet of the original target to take radiant damage equal to your Charisma modifier.
This secondary damage does not trigger Radiant Veil’s additional damage.
Once you use Dawn Unforgotten, you cannot use it again until you finish a long rest.
You may use it again before completing a long rest by expending one Pact Magic spell slot of 5th level.
Action Type: Action
Uses: Once per long rest; additional use with a 5th-level Pact Magic spell slot
Duration: 1 minute
Area: 30-foot bright-light aura, plus 30 feet of dim light
Scaling: Uses Charisma modifier and Warlock spell save DC
Manifestations of the Forgotten Light
When your patron’s power appears, roll or choose from the following table.
|
d8 |
Manifestation |
Appearance |
|
1 |
The Fractured Halo |
A broken ring of pale gold light appears behind your head. |
|
2 |
The Sealed Star |
A distant star burns visibly above you even beneath stone or cloud. |
|
3 |
The Lantern in Ash |
A black iron lantern appears briefly in your hand, burning with cold white fire. |
|
4 |
The Veiled Dawn |
Your shadow stretches outward while a narrow line of light forms along the horizon. |
|
5 |
The Forgotten Constellation |
Unknown stars appear across your skin, clothing, or surroundings. |
|
6 |
The Chained Sun |
Luminous chains briefly appear around a sphere of radiance behind you. |
|
7 |
The Last Ember |
A single ember circles you, whispering names erased from history. |
|
8 |
The Opened Seal |
A brilliant crack appears in the air, revealing impossible celestial light beyond it. |
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