Base Class: Sorcerer
A child of mysterious magic, you were imbued with a piece of energy from one of the Great Lighthouses of Shok-Liht. You were created as a spy for the Shackled guard, and raised to do their bidding. As you grew, you felt the power of the light flowing through you, and as you began to master the energy, it became magic. You are an eye of the Guard, and it sees everything you do.
Truthfinder
Your Origin allows you to see the world more clearly, and grants you additional knowledge of ancient lore. You have proficiency on all Intelligence and Perception checks.
Additional Cantrip: Light
You Know the Light Cantrip
Secrets of the Guard
What you learn as a hand of the Shackled Guard will depend partially on your status within their ranks. You will gain more access to items and abilities if you are favored by the guard. If you have become an enemy of the Guard or forsaken them, your skills will grow differently, as you become less attuned to the Lighthouses.
If you are in good standing with the Shackled Guard when you reach levels 6, 14, or 18, return to your patron Lighthouse, and the guard's teachings will enlighten you, allowing you to grow yet more powerful.
Unbound Hand
You were created as a tool for the Shackled Guard, their unbound hand in the world of Shok-Liht. As such, you can draw power from the magical source that created you, the Great Lighthouse. Depending on which of the five lighthouses you originated from, the power you draw from this source will be different
- Northern Lighthouse- The Northern Lighthouse is the Home of ancient Knowledge. You speak all languages, and may learn an additional cantrip
- Southern Lighthouse- The Southern Lighthouse guards the chaotic energy which was created when a star was torn into five pieces to create the Lighthouses. You are granted a random boon and suffer a random curse
- Eastern Lighthouse- The Eastern Lighthouse stands as a symbol of war and peace. You may Bond to a weapon during a long rest. When you do, the soul of a soldier defeated in combat becomes entwined with the weapon, and you and it create a magical bond. Once you have bonded a weapon to yourself, it becomes a spellcasting focus for your sorcerer spells, and it gains a bonus to damage rolls equal to half your proficiency bonus, rounded down. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantly to your hand. Immediately after you make a ranged weapon attack using a bonded weapon with the thrown property it teleports back into your grasp. When you reach 6th level in this class the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can only have one bonded weapon at a time. If you attempt to bond with a second weapon, you must break the bond with the first one.
- Western Lighthouse- The Western Lighthouse hold the primeval shards, which creates and bends the natural elements. You gain two of the following Cantrips: Control Flames, Gust, Mold Earth, and Shape Water. You also gain resistance to either Fire or Cold Damage.
- Celestine Lighthouse- The Celestine Lighthouse is Home of the guard, and greatest of all. Those born of the Celestine Lighthouse are Lightbringers, and rather than focus their light in any direction, they hold more within themselves. You may learn spells from the Cleric spell list in addition to the Sorcerer spell list.
Celestine Lighthouse
The Celestine Lighthouse is Home of the guard, and greatest of all. Those born of the Celestine Lighthouse are Lightbringers, and rather than focus their light in any direction, they hold more within themselves. You may learn spells from the Cleric spell list in addition to the Sorcerer spell list.
Eastern Lighthouse
The Eastern Lighthouse stands as a symbol of war and peace. You may Bond to a weapon during a long rest. When you do, the soul of a soldier defeated in combat becomes entwined with the weapon, and you and it create a magical bond. Once you have bonded a weapon to yourself, it becomes a spellcasting focus for your sorcerer spells, and it gains a bonus to damage rolls equal to half your proficiency bonus, rounded down. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantly to your hand. Immediately after you make a ranged weapon attack using a bonded weapon with the thrown property it teleports back into your grasp. When you reach 6th level in this class the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can only have one bonded weapon at a time. If you attempt to bond with a second weapon, you must break the bond with the first one.
Northern Lighthouse
The Northern Lighthouse is the Home of ancient Knowledge. You speak all languages, and may learn an additional cantrip
Southern Lighthouse
The Southern Lighthouse guards the chaotic energy which was created when a star was torn into five pieces to create the Lighthouses. You are granted a random boon and suffer a random curse
Western Lighthouse
The Western Lighthouse hold the primeval shards, which creates and bends the natural elements. You gain two of the following Cantrips: Control Flames, Gust, Mold Earth, and Shape Water. You also gain resistance to either Fire or Cold Damage.
Channel Light
Starting at 6th level, the power within you becomes attuned enough to the Lighthouse Matrix to draw power from the source closest to you. As an action, you may draw power from the closest lighthouse to you. Use this ability only if you are on the physical plane. Once you have used this power, you may not take this action again until you take a long rest.
Depending on which lighthouse you are geographically closest to, this action has a different effect:
- Northern Lighthouse- You draw a piece of knowledge from the ancient archives. You ask the DM for any one piece of knowledge, and she must answer truthfully. (Must be knowledge that might be in a book-- You couldn't, for example, ask whether someone is lying, etc.)
- Southern Lighthouse- You channel the force of Ethereal Chaos. Cast a Random spell from any spell list, of any casting level.
- Eastern Lighthouse- The light of the Eastern lighthouse illuminates a path from the astral plane. the spirits of the fallen join you in combat for up to sixty seconds.
- Western Lighthouse- You channel the power of the Primal Shard. The elements become your ally, and come to your aid.
- Celestine Lighthouse- Each creature of your choice within 30 feet gains inspiration. (They gain a token which allows them to re-roll any one roll)
This Ability become Channel Matrix after level 14
Channel Matrix
At level 14, you gain the ability to draw power from the Lighthouse Matrix, rather than just a single source. As an action, you may draw power from Each active Lighthouse. Use this ability only if you are on the physical plane. Once you have used this power, you may not take this action again until you take a long rest. This ability replaces Channel Light.
Do each of the Following which correspond with an active Lighthouse.
- Northern Lighthouse- You draw a piece of knowledge from the ancient archives. You ask the DM for any one piece of knowledge, and she must answer truthfully. (Must be knowledge that might be in a book-- You couldn't, for example, ask whether someone is lying, etc.)
- Southern Lighthouse- You channel the force of Ethereal Chaos. Cast a Random spell from any spell list, of any casting level.
- Eastern Lighthouse- The light of the Eastern lighthouse illuminates a path from the astral plane. the spirits of the fallen join you in combat for up to sixty seconds.
- Western Lighthouse- You channel the power of the Primal Shard. The elements become your ally, and come to your aid.
- Celestine Lighthouse- Each creature of your choice within 30 feet gains inspiration. (They gain a token which allows them to re-roll any one roll)
Project Essence
Beginning at 18th level, you can use the light of the matrix to travel between planes. As an action, you can spend 5 Sorcery points to project your essence into another plane of your choice that you have knowledge of for up to one hour. Your projection within this plane has a movement speed of 500 feet and can travel through walls.
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