Warlock
Base Class: Warlock

Lightbearer Patron

Your patron grants you a ring forged from the Emotional Spectrum, allowing you to channel the raw power of emotion into constructs, weapons, and supernatural abilities. Unlike traditional Green Lanterns, your bond is not limited to the light of Willpower. The full spectrum lies within your reach: Red Rage, Orange Avarice, Yellow Fear, Green Willpower, Blue Hope, Indigo Compassion, and Violet Love.

However, the spectrum is not yours to wield all at once. Your ring attunes itself to a single color, reflecting the emotion that resonates most strongly with you. A Warlock may wield only one Spectrum color at a time, gaining powers unique to that emotional light. Mastering your chosen color means embracing both its strength and its darker impulses.

Your ring is more than a weapon—it is a reflection of your soul.

Emotional Electromagnetic Spectrum Spells

Your patron’s magic flows through your power ring, granting you access to certain spells based on the emotional spectrum currently powering it. When you gain this subclass, you choose one emotional spectrum to attune your ring to. This choice determines the color of your ring and the spells granted by your Lightbearer Spells feature. When you reach a Warlock level specified in the Lightbearer Spells table, you thereafter always have the listed spells prepared.

While you possess the Spellcasting feature, your body is surrounded by a faint glow that reflects the emotion of your chosen spectrum. Your clothing and armor likewise transform to reflect its associated color.

Once you choose an emotional spectrum, your ring remains permanently attuned to that color. You cannot change your chosen spectrum unless you retrain your subclass. 

Green — Willpower

3rd Level: Absorb Elements, Barkskin, Shield
5th Level: Intellect Fortress, Crusader's Mantle, Spirit Shroud
7th Level: Stoneskin, Otiluke's Resilient Sphere
9th Level: Bigby's Hand, Animate Objects

Yellow — Fear

3rd Level: Bane, Command, Darkness, Suggestion
5th Level: Counterspell, Fear
7th Level: Giant Insect, Staggering Smite, Phantasmal Killer
9th Level: Bigby's Hand, Animate Objects, Insect Plague

Red — Rage

3rd Level: Burning Hands, Hellish Rebuke, Scorching Ray
5th Level: Ashardalon's Stride, Erupting Earth
7th Level: Sickening Radiance, Wall of Fire, Shadow of Moil
9th Level: Bigby's Hand, Animate Objects

Orange — Avarice

3rd Level: Command, Distort Value, Hold Person
5th Level: Incite Greed, Slow, Summon Undead, Haste
7th Level: Fabricate, Private Sanctum
9th Level: Bigby's Hand, Animate Objects, Danse Macabre

Blue — Hope

3rd Level: Heroism, Augury
5th Level: Beacon of Hope, Daylight, Motivational Speech, Feign Death
7th Level: Revivify, Divination
9th Level: Bigby's Hand, Animate Objects

Indigo — Compassion

3rd Level: Bless, Cure Wounds, Healing Word
5th Level: Mass Healing Word, Aura of Vitality
7th Level: Dimension Door, Aura of Life
9th Level: Bigby's Hand, Animate Objects, Modify Memory

Violet — Love

3rd Level: Charm Person, Defenestration, Suggestion
5th Level: Fast Friends, Catnap
7th Level: Charm Monster, Dominate Beast
9th Level: Bigby's Hand, Animate Objects

Blue - Hope

"In fearful day, in raging night,
With strong hearts full, our souls ignite.
When all seems lost in the War of Light,
Look to the stars—
For hope burns bright!" 

Whenever you grant a beneficial effect to an ally during your turn, that ally also gains temporary hit points equal to half your Warlock level (rounded down).

These temporary hit points can be added to any temporary hit points granted by the same spell, feature, or effect that triggered this ability. For example, if a spell grants an ally 8 temporary hit points, and this feature grants 4, the ally gains 12 temporary hit points instead.

This feature does not otherwise allow temporary hit points to stack. If the ally already has temporary hit points from a different source, they must choose whether to keep those temporary hit points or replace them with the amount granted by the new effect, as normal.

This benefit applies only to effects you grant during your own turn.

Blue Spells
Warlock Level Spells
3 Heroism, Augury
5 Beacon of Hope, Daylight, Motivational Speech, Feign Death
7 Revivify, Divination
9 Bigby's Hand, Animate Objects

Green - Willpower

"In brightest day, in blackest night,
No evil shall escape my sight.
Let those who worship evil's might,
Beware my power... Green Lantern's light!"

As a member of the Green lantern corps, your renown coarses far and wide through the lands beyond the Astral Sea, granting you advantage in persuasion/intimidation(Charisma) checks against Hostile creatures. As your will steers your resolve, your spells grow more resilient and stronger overall, your Bigby's Hand AC gains an extra +1 bonus.


 

Green — Willpower Spells
Warlock Level Spells
3 Absorb Elements, Barkskin, Shield
5 Intellect Fortress, Crusader's Mantle, Spirit Shroud
7 Stoneskin, Otiluke's Resilient Sphere
9 Bigby's Hand, Animate Objects

 

Indigo - Compassion

"Tor lorek san, bor nakka mur, Natromo faan tornek wot ur. Ter Lantern ker lo Abin Sur, Taan lek lek nok--Formorrow Sur!"  


To the uninitiated, your tribe appears to be one of wandering saints, healers, and pacifiers. They see you tending to the dying and whispering prayers over the slain. You are a weapon of forced redemption, stripped of your malice and rebuilt into a hollow vessel of goodwill. You wield an Indigo Staff and ring, a conduit of alien power that allows you to siphon the raw emotions of your enemies and teleport through the shadows of the cosmos. The Indigo Power Ring seeks out the universe’s most ruthless sociopaths, cold-blooded killers, and unrepentant tyrants. Once it slips onto your finger, your mind is flooded with the agony of every soul you have ever wronged. Your sins become your prison, and your free will is drowned in an artificial sea of overwhelming remorse.


Indigo Spells
Warlock Level Spells
3 Bless, Cure Wounds, Healing Word
5 Mass Healing Word, Aura of Vitality
7 Dimension Door, Aura of Life
9 Bigby's Hand, Animate Objects,  Modify Memory

 

Orange - Avarice

"What's mine is mine and mine and mine. And mine and mine and mine! Not yours!" 

An orange lantern's greed bypasses the frontiers of life and death itself. Your undead summons can be chosen to be treated as from the Construct creature type, and vice versa for his Hard Light Construct Statblock upon summoning(could be treated as Undead).

Orange Spells
Warlock Level Spells
3 Command, Distort Value, Hold Person
5 Incite Greed, Slow, Summon Undead, Haste
7 Fabricate, Mordenkainen's Private Sanctum
9 Bigby's Hand, Animate Objects, Danse Macabre

Red - Rage

"With blood and rage of crimson red,
Ripped from a corpse so freshly dead,
Together with our hellish hate,
We'll burn you all—that is your fate!"


You have looked into the deepest, darkest abyss of your own suffering and found an infinite reservoir of violent, unrelenting fury.
To walk the path of a Red Lantern is to let your life blood be completely consumed and replaced by the Crimson Light of Rage. The moment you slip the crimson band onto your finger, the ring violently consumes your beating heart, burning it to ash and taking its place as your body's new central engine. From that second onward, you are biologically bound to your anger. Should the ring be removed from your finger for even a single moment, your life ends instantly—your body collapsing into an empty, hollow husk.
You are no longer just a mortal wielding a weapon; you are a living, rotting monument to vengeance. While others channel anger into temporary combat frenzies, your wrath is a permanent, physical curse—a toxic, burning plasma that boils within your veins and erupts from your throat to melt the flesh of your enemies. You do not fight for justice. You fight because the universe is cruel, and you have chosen to be it's reflection.

 

Red Spells
Warlock Level Spells
3 Burning Hands, Hellish Rebuke, Scorching Ray
5 Ashardalon's Stride, Erupting Earth
7 Sickening Radiance, Wall of Fire, Shadow of Moil
9 Bigby's Hand, Animate Objects

Violet - Love

"For hearts long lost and full of fright,
For those alone in Blackest Night.
Accept our ring and join our fight,
Love conquers all with violet light!"


While others view love as a gentle comfort, you understand its true, devastating power. It is an all-consuming fire that can mend a broken world or tear it apart. For love is a double-edged sword; where there is deep devotion, there is also blinding jealousy, toxic obsession, and a ruthless desire to control. As a Star Sapphire, you walk this dangerous line. You wield the violet light to forge hard-light constructs of pure emotion, shield the vulnerable with crystalline armor, and sense the deepest attachments of those around you. Yet, you must constantly resist the darkest impulses of your power—the urge to trap your allies in a suffocating embrace, or punish your enemies by encasing them in a beautiful, eternal stasis of forced, perfect adoration. You are a sentinel of the heart, but a single slip into obsession can turn your protective light into a beautiful tyranny.

 At level 17, a star sapphire can cast the spell ,Teleport, once per long rest without consuming a spell slot. When casting Teleport in this way, they can only translocate themselves, and with the only possible destination being the person they love the most.
Violet Spells
Warlock Level Spells
3 Charm Person, Defenestration, Suggestion
5 Fast Friends, Catnap
7 Charm monster, Dominate Beast
9 Bigby's Hand, Animate Objects

Yellow - Fear

 The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Yellow Spells table, you thereafter always have the listed spells prepared.


Yellow Spells
Warlock Level Spells
3 Bane, Command, Darkness, Suggestion
5 Counterspell, Fear
7 Giant Insect, Staggering Smite, Phantasmal Killer
9 Bigby's Hand, Animate Objects, Insect Plague

Level 3: Power Ring's capabilities

Your power ring allows you to manifest solid objects from luminous hard light. These objects appear from thin air, but a construct can be created only where there is sufficient unoccupied space to contain it.

Simple Light Construct

As a Bonus Action, you can create a Simple Light Construct in an unoccupied space you can see within 60 feet of yourself. The construct can take the form of any mundane, nonmagical object that fits within a 5-foot cube, such as a ladder, shield, lantern, or simple or martial weapon. If you create a weapon that requires ammunition, the construct also provides the ammunition necessary to use it.

A Simple Light Construct lasts for 1 minute or until you dismiss it (no action required). Although it functions as the mundane object whose form it assumes, its supernatural nature is obvious: it is translucent and luminous, radiating or reflecting the color of your chosen Emotional Electromagnetic Spectrum. A construct has no monetary value.

You must create the entire construct within unoccupied space. Once created, the construct cannot be moved or repositioned from the space in which it manifested. You cannot create a construct in a manner that causes it to move, lift, carry, forcibly displace a creature, or give it the restrained condition

The size and range of your Simple Light Constructs increase as you gain Warlock levels:

Warlock Level Maximum Size Creation Range
3rd 5-foot cube 60 ft.
10th 7-foot cube 90 ft.
14th 9-foot cube 120 ft.
20th 10-foot cube* 160 ft.

The Power Ring

Your power ring is magically indestructible. It cannot be taken or disarmed from you against your will, and if separated from you, it can fly back to you. The ring also functions as your spellcasting focus for your Warlock spells.

You cannot wear or benefit from another magic ring while wearing your power ring. However, your power ring can replicate the properties of one magic item that requires attunement. To do so, you must first attune to that item normally, meet all of its attunement requirements, and then have the ring scan and store its properties. While those properties are stored, you gain the item's attunement benefits through your power ring, and the replicated item still occupies one of your attunement slots.

Your power ring can store the properties of only one such item at a time.

Ring-Borne Flight

While wearing your power ring, you gain a flying speed equal to your walking speed.

Level 6: Light's Greatest Engineer

Hard Light Constructs

You can now create animated creatures of hard light. As an action, you can expend a Pact Magic spell slot to summon a Hard Light Construct in an unoccupied space you can see within 60 feet of you. The construct lasts for 10 minutes, until it is reduced to 0 hit points, or until you dismiss it (no action required).

The construct acts on your initiative and obeys your verbal commands. Giving it a command requires a Bonus action from you. If you give it no commands, the construct takes the Dodge action and remains close to you, defending you from harm.

You can have multiple Hard Light Constructs active at once. However, you can never have more constructs active than the number of Pact Magic spell slots you have expended to summon them, and each construct is associated with the spell slot used to summon it. You still use a Bonus action to command all active constructs at once if more than one construct is summoned.

You can create a Hard Light Construct in any form you choose, but its artificial nature is obvious. It is considered a Construct creature and shimmers with the color of your chosen emotional spectrum. When a construct is destroyed or dismissed, it dissolves into fading light. Thanks to its nature, one cannot heal it with spells nor potions.

Hard Light Construct

Medium or Small Construct

Armor Class: 13 + your Constitution modifier + your Charisma modifier
Hit Points: 30 + 10 for each level of the Pact Magic spell slot used to summon it
Speed: 30 ft., hover 30 ft.

Saving Throws: −2 to all saving throws
Ability Checks: −2 to all ability checks

Damage Resistances: Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison, Psychic

Actions

Hard Light Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (half your proficiency bonus)d10 + your Charisma modifier force damage. The construct can make two Hard Light Strike attacks when it takes the Attack action.

Construct Nature

The Hard Light Construct does not require food, drink, air, or sleep. It cannot be charmed, frightened, or poisoned.

The construct follows your verbal commands requiring a Bonus action from you. You determine its appearance when you summon it, although its form is clearly artificial and composed of solid light.

Level 10: Forged Bonds

Your connection to the ring refines your constructs and shields your body through energy. When a creature you summoned with Light's Greatest Engineer is reduced to 0 hit points, it explodes in a burst of light. The creature that destroyed it, if it is within 70 feet of the former construct, takes radiant damage equal to your Warlock level + Charisma modifier, and you regain hit points equal to half that amount.

Additionally, while you have a construct active, you gain resistance to force damage and cannot be disarmed of items made from your Power Ring's capabilities feature. Weapon Simple Light Constructs gain magical bonuses dependent on warlock level (+1 at Level 10, +2 at Level 14, +3 at Level 17). Additionally, you always have the fly spell active on you except on areas of antimagic or antimagic fields, holding no concentration on it.

Level 14: Beware my power

You can now shape immense creations from pure arcane light. You can cast Creation and Wall of Force once per long rest without a spell slot. You can cast Bigby's Hand without, but you can choose to expend a pact slot to increase it's abilities when casting it. The movement speed and hit points are multiplied by 1,5(rounded down).

When one spends a spellslot to improve Bigby’s hand, you can choose one of the following improvements to the hand as it takes a different shape meant to fit the current task:

Clenched Fist. The reach increases to 10ft, and can make two attacks.

Forceful Hand. The hand can attempt to push and can grapple gargantuan creatures.

Grasping Hand. The hand can deal magical bludgeoning, force, or radiant damage.

Interposing Hand. The hand now grants you 3/4 cover against attacks and other effects that originate from its space or that pass through it.

Finally, you can cast any of the Emotional Electromagnetic Spectrum Spells without a pact slot once per long rest. At 17 levels in warlock, you get two of those free castings per long rest.

Previous Versions

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