Barbarian
Base Class: Barbarian

Emotions are a rainbow all unto themselves, some say. However, there are few beings more passionate and emotional than those who have forsaken the restraints of a populated society, and instead chosen to live feral lives in the wilds. The most good-hearted of these individuals rarely can catch the eye of Couatls, Unicorns, or other celestial beings who are a bridge to the unique abilities that "rainbow magic" allows for. Classically, these become the backbone of the forces that defend the Rainbow Bridges, themselves. They embody a strangely kind patience that is prone to terrible, righteous fury when called upon to use their vast strength.

In Avalestra, these warriors are somewhat numerous, but mostly unheard of. They are found among warbands in the nomadic tribes that wander the continent, many of them human remnant groups who travel with other demihumans as a means of survivalist unity. Commonly, these are human and halfling tribes, but displaced Dwarves or somewhat more rarely, Wood Elven hunting groups accept or have within them a member of this unique fold. The Dwarves even have their own term for them, "Lyskriger," or roughly translated, "light warriors." The bonds they forge with their kindly patrons are secretive and spiritual, so while other tribesmen may not be fully understanding, they do know the importance of the Rainbow Bridges in their own religions and history, and they see these kinsmen as the most ideally reverent warriors of their gods' ideals.

Blinding Rage

3rd level Path of the Lyskriger feature

At 3rd level when you select this Path, you become a chosen warrior of a Unicorn or Couatl who bestows you with this mighty gift. When you enter a rage, you emit blazing prismatic light that flashes with brilliant power whenever your fists or weapon makes an impact, and the glowing aura you create affords extra protection for you and your allies. When raging, if you score a critical hit with a weapon attack or unarmed strike, that creature must make a Constitution save DC 8 + your proficiency bonus + your Wisdom modifier. If they fail, they are blinded until the end of their next turn by a localized flash of prismatic light. Additionally, when you enter a rage, you emit bright light for 10 feet and dim light for 10 feet beyond that. You may roll your Spectrum Die and you and creatures of your choice within your light each gain resistance to the element you last rolled on your Spectrum Die (see table). This light consists of patterns of glowing runes mostly all one color, a shell of pure, burning light, or any appropriate but essentially harmless patterns of light with one predominant color. 

Spectrum Die Chart

Number Rolled:                       Damage Type:                Color:
1                                                 Fire                                   Red
2                                                 Acid                                  Orange
3                                                 Lightning                         Yellow
4                                                 Poison                              Green
5                                                 Cold                                  Blue
6                                                 Psychic                             Purple

Finally, you gain proficiency with Gemcutter's Tools. If you already have proficiency with these tools, you may choose proficiency with another type of artisan's tools instead.

Prismatic Warden

6th level Path of the Lyskriger feature

At 6th level, you have accepted the teachings of your celestial patron and learned how to turn the inner light of your soul into a blinding prismatic array that you can literally shine forth with in stunning ways. You become a prismatic soul, which enables you to be able to invoke prismatic light defensively. When you are hit by a melee attack, you may use your reaction to emit prismatic light and the creature that hit you must make a Constitution save DC 8 + your proficiency bonus + your Wisdom modifier. If they fail, they are blinded until the end of their next turn, must reroll the attack roll as if it had disadvantage, and have their speed reduced to 0 this turn. You may use this ability once before you must finish a short rest to use it again. Additionally, while raging, you are immune to the Chromatic Orb, Chaos Bolt, Hypnotic Pattern, Sunbeam, Prismatic Spray, Sunburst and Prismatic Wall spells, and cannot become targeted by them.

Gleaming Mastery

10th level Path of the Lyskriger feature

At 10th level, you learn to alter weapons with your Gemcutter's Tools, installing shining metals, jewels, and reflective bits tactically in your weapon so that you may cause it to gleam and sparkle with your magical prismatic light. This process takes 1 hour and costs 300 gold pieces. Attacks you make with this weapon deal 1d6 radiant damage in addition to its other types. When others nearby wield this weapon, you can cause a localized flash off of the weapon to be blinding to their enemies. When a creature within 30 feet of you wielding this weapon deals a critical hit to a creature, you can use your reaction to cause that creature to make a Constitution save DC 8 + your proficiency bonus + your Wisdom modifier. If they fail, they are blinded until the end of their next turn and their speed is reduced to 0 this turn.

Additionally, you learn the Light cantrip and you learn two new forms in which this light is projected. You can use it to project a 40 foot cone of light, the closest 20 feet of which is bright light and the furthest 20 feet is dim light, or also an inch-wide dot of light with which you can make a glowing mark on anything within line of sight.

Fury of the Light

14th level Path of the Lyskriger feature

You learn to burn strongly with multiple prismatic stars of luminous power when you rage. The bonus damage dealt by your Gleaming Mastery feature improves to 2d6 radiant damage while you are in a rage.

Additionally you can explode with prismatic light as an action on your turn, forcing creatures of your choice within 20 feet of you to make a Constitution save DC 8 + your proficiency bonus + your Wisdom modifier, dealing 6d6 radiant damage and blinding each target until the end of their next turn if they fail the save, or half as much damage and no blindness on a successful save. You may use this ability once before you must finish a short rest to use it again. When you use this ability, your body goes off like a flashbulb and you may in that moment illuminate a vast distance beyond the 20 feet of this feature. The DM should determine what effect, if any, this might have beyond those listed here, as some environments like icy caves with glossy walls would be far more glaring than the dark unhewn stones of a cavern.

Lastly, you now have immunity to radiant damage.

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