Fighter
Base Class: Fighter

"There's a right side and a wrong side to these guns. Don't wanna be on the wrong side." - Lucian, League of Legends

A class inspired by Lucian the Purifier from League of Legends. Enjoy :D

They who are of the archetypal Sentinel of Light rival those who dwell in The Mist. Sentinels of Light maintain order of these beings that escape the Mist. Wraiths. Ghouls. Shadow beings of the undead. Born into long chains of families heavily trained in the art of harnessing light to strike divine fury into the hideous creatures of the night, a Sentinel of Light refuses to give any grace to beings of the Mist beyond smiting them.

Quick, agile, but easily overcome against large numbers, Sentinels of Light flock together in larger numbers to avoid being swarmed. The Mist is never alone, and those who bask in darkness will always be blinded in the eyes of a Sentinel.

Do you relish in the destruction of those beings coming from the mist? Do you find solace in ending their suffering and reign of terror, or are you more solemn in your slaying. Is it an act of neutral virtue to hunt and stalk the spectres of the mist, or merely more than a game, and those of the Mist your pawns.

Sentinel of Lights Armory

Starting when you choose this archetype at 3rd level, you gain Proficiency with Firearms, allowing you to add your Proficiency Bonus to attacks made with Firearms. You are Proficient in Two-Weapon Fighting. You have disadvantage when using weapons that are not Firearms. Your Modifier for Firearm Attacks is Dexterity. 

Meditation of the Pure: Your time as a Sentinel has blessed you as the Purifier of souls. At 3rd Level, you are able to summon 2 weapons known as a Light Pistols, through which you gain a bond with over time. You may spend 24 Hours of uninterrupted focus in meditation to summon your Light Pistols. If your Light Pistols are lost, you can resummon a new pair by spending 24 Hours, uninterrupted, meditating to channel new ones, instantly destroying the previous Light Pistols. If a Light Pistol is broken, spend 4 Hours, uninterrupted, meditating to channel enough energy to fix the broken pieces.

Light Pistols: Light Pistols are larger projectile weapons made of floating parts that channel energy of the pure light into attacks. To the person who summoned them, each Pistol weighs 5 lb. and requires one hand to use. To non-summoners, one Light Pistol weighs 200 lb. and is unreasonably draining to try and lift. The stats for a Light Pistol can be seen below. The Light Pistols can be visually seen here: Reference

Ammunition: Light Pistols do not use or consume ammunition. Light Pistols do not produce physical projectiles. When fired, the Firearms create a bolt of radiant light, pure and void of color, quickly striking the selected target. A broken Light Pistol cannot produce energy to fire.

Misfire: On a Misfire with a Light Pistol, your attack misses, and you are blasted back 5 feet in the opposite direction you fired. You take force damage equal to 1d6 per every 5 Levels you have in the Fighter Class.

Spellbound: When using Light Pistols, each has its damage increased the higher level you are. A Light Pistols attack damage on hit becomes 2d8 at 6th Level, 3d8 at 9th Level, 4d8 at 12th Level, 5d8 at 15th Level, and 6d8 at 18th Level. The damage of your secondary Light Pistol increases to 2d4 at 5th Level, 3d4 at 10th Level, and 4d4 at 15th Level. Anyone other than the summoner of the Light Pistols may only use it for 1d8 Force Damage. 

Name

Cost

Ammo

Damage

Weight

Range

Properties

Light Pistol

10 GP

∞

1d8 force @ LVL 3

5 lb.

60/120

Heavy, Light, Range, misfire 2

Lightslinger

Starting when you choose this archetype at 3rd level, you synchronize your shots to purify as quickly as possible. Your Light Pistols are able to strike consecutively, without fail.

Lightslinger: While wielding 2 Light Pistols, when you make an attack roll against, on hit, both Light Pistols strike for damage. Only one check to hit must pass for both Light Pistols to hit. The first deals 1d8 + your DEX Modifier + your Proficiency Bonus Force Damage. The second deals half damage of the first, rounded up, not including your DEX Modifier or Proficiency Bonus.

If a second target is within range, and has the same Armor Class as the first target, you may redirect the second shot to another target of similar armor class.

Mark to Purify: Enemies who are struck by Piercing Light, Ardent Blaze, The Culling, or High Noon have the Marked to Purify Debuff. The Marked to Purify Debuff lasts until the end of your next turn. When you make an attack roll using Lightslinger against a creature that is Marked to Purify, on hit, that creature takes an addition 1d4 Radiant Damage, removing the mark. Piercing Light, Ardent Blaze, The Culling, and High Noon cannot consume this mark.

Mark to Purify Damage is increased to 2d4 at 5th Level, 3d4 at 10th Level, and 4d4 at 15th Level.

Piercing Light

Starting when you choose this archetype at 3rd level, you always remain prepared, keeping your armory open and volatile. You are always ready for the Mist. Your Light Pistols fire small, piercing bolts of light, derived from the purity of the forces you worship.

Piercing Light: As an Action, you fire a bolt of light from one Light Pistol. Piercing Light fires in a line with a range of 30 feet, in one direction. All creatures in this line must make a DEX Saving Throw against your roll to hit.

On a failed save, enemies and hostile creatures take 1d10 + your DEX Modifier + your Proficiency Bonus Radiant Damage.

On a successful save, enemies and hostile creatures take half damage.

Ardent Blaze

When you reach 7th level, the energy you draw from the forces of light radiates heavily in your soul. At times, the light becomes so bright, it burns, and those weak to the light retreat from its scorching rays.

Ardent Blaze: As an Action, you fire a hypercharged dart of physical light The dart has a range of 15 feet, and sticks into the ground. The dart bursts, igniting a light bolt cross to the north, south, east and west of the dart in 5 feet each direction. Creatures in this bolts line of fire makes a DEX Saving Throw against your roll to hit.

On a failed save, target creatures take 2d6 Radiant Damage and are Blinded until their next turn.

This damage increases to 3d6 at 12th Level, and 4d6 at 17th Level.

On a successful save, target creatures take half damage, and are not Blinded.

Relentless Pursuit

When you reach 10th level, your mission to atone the world of the wicked never leaves your mind. You will always have more work to do. As you sprint, you blast away all that are in your way.

Relentless Pursuit: As an Action, you make a dash with 30 feet of movement. Enemies within 5 feet of your end location gain an attack of opportunity. Each enemy within 10 feet of you as you dash must make a DEX Saving Throw against a DC of 10 + your Acrobatics.

On a failed save, Enemies and Hostile creatures take 3d8 Force Damage. 

On a successful save, Enemies and Hostile creatures take half damage, rounded up.

You may only use either Relentless Pursuit once until the end of your next turn.

Relentless Pursuit deals 5d8 Force Damage at 15th Level.

Relentless Retreat

When you reach 15th level, when times become too overbearing, taking a step back is always an option.

Relentless Retreat: As a reaction to a creature attempting an attack roll against you, make an Acrobatics check against the attacking creatures roll to hit.

On a successful check, you make a dash with 30 feet of movement. Enemies within 5 feet of your end location gain an attack of opportunity. Each enemy within 10 feet of you as you dash take 3d6 Force Damage.

On a failed save, you trip and fall prone.

You may only use either Relentless Retreat once until the end of your next turn.

The Culling

When you reach 18th level, you call upon the forces of light to extinguish the darkness of the world, banishing those of the Mist to the very realm they came from. Excessive force sometimes necessary.

The Culling: As an Action, you unless a barrage of fearsome light blasts in a 30 foot line in one direction, while having 15 feet of available movement in any direction. Choose one direction to fire, and one direction to move. For every 5 feet you move or remain in place, you deal 10d4 + your DEX Modifier + your Proficiency Bonus Radiant Damage in a line. Damage will only apply to the closest target to you in line, and does not pass through the target.

You may only perform The Culling a number of times equal to 1 + your WIS Modifier (minimum of 1) per Long Rest.

High Noon

When you reach 18th level, the purifying light of a Sentinel performs all judgement, and holds no resistances. 

Any Radiant Damage you deal ignores resistance and immunities.

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