I made a subclass for the Fighter known as Light Weaver. I would like your thoughts on it: At some point in your life, you were touched by an artifact or creature from the Feywild. This touch as augmented your muscles to gather and solidify the light particles into a weapon or shield.
The damage your weapon does depends on your level: Level 3-5: d6 Level 6-9: d8 Level 10-14: d10 Level 15-20: 2d6 The damage type depends on the weapon you form and you can change the shape with a bonus action.
At level 3, when you take this subclass is when you form your light weapon. It has finesse, has a throwing distance of 40 ft, does not have reach at this level. If you form a shield, it gives +2 to your AC so long as you have it formed. It gives off 5 ft of dim light and you can extend that to 20 ft of bright light and 20 ft of dim light beyond that. You can turn that on and off at will. Light Points is still equal to your Constitution modifier. The DC saves for light abilities is still 8+prof bonus+Con modifier. At this level you gain three Light Abilities: Blinding Light:Cost 1 Light Point, Bonus Action-Throwing your weapon up to 40 ft away. You make it explode with bright light in an attempt to blind all creatures in a 10 foot radius. Con saving throw. On a failure, the creature affected by this is blinded for 1d4 rounds. If they save, nothing happens. Shrouding Light:Cost 1 Light Point, Bonus Action-You gain temp HP equal to your fighter level. So long as you have these temp HP, attack rolls have disadvantage against you, and all of your attack rolls are at disadvantage. Piercing Light:Cost 1 Light Point, Action-You make light particles burst off your light weapon and soar out in a 5 ft wide, 40 ft long line. Dex Saving throw. On failure, the creatures caught in the line take piercing damage. Damage=Weapon damage die times number of attacks you can perform per action + Con modifier + any bonus from Empowering Light.
At level 7, your light weapon is now magical. It can now float up to 10 ft away, giving it reach. You can freely control it while its floating and you can grab it. You get two more Light abilities at this level: Empowering Light:Cost 1 Light Point, Bonus Action-You give your light weapon a +1 to hit and damage rolls for one minute. At level 15, you can go up to a +2 to hit and damage rolls for an additional Light Point for a total cost of 2 Light Points. At level 18, you can go to a +3 to hit and damage rolls for 3 Light Points total. So you can chose how much to put into the weapon at later levels. Bending Light:Cost 1 Light Point, Bonus Action-You can turn your light weapon invisible until the start of your next turn. You are aware of where the weapon is. This gives your attacks advantage.
At level 10, you gain an additional Light Point to your total. Your light weapon now deals an extra 1d4 radiant damage with every hit. Flickering Light:Cost 1 Light Point, Bonus Action-You gain one mirror image of yourself. This cannot be stacked, and you can't use this again until you lose your one mirror image. Follow the rules of the spell Mirror Image when you have only one. Guiding Light:Cost 1 Light Point, Action-You shoot out a ball of light at a single target within 80 ft of you. To hit, d20+prof bonus+Con modifier. Damage: Radiant damage die times number of attacks + Con modifier + any bonus from Empowering Light. After the attack hits, the target glows softly, the next attack roll against that creature has advantage and lasts until the target is hit with an attack roll.
At level 15, you can manifest a weapon and a shield at the same time. No matter the weapon you form, you can use the shield with it. Empowering Light can go up to +2 and you have to decide how to divide the bonus if you use the +2 between the two, but you can choose to have all the bonus on one of them. Hovering Light:Cost 1 Light Point, bonus action-Using your shield as a foot hold, you gain a flying speed of 40 ft for one minute. You lose your shield bonus during this minute. Traveling Light:Cost 1 Light Point, action-You throw your weapon up to 40 ft away and teleport to it.
At level 18, your radiant damage die becomes a d6. You gain an additional 2 Light Points to your total
1 - While the imagery is pretty cool, the idea that this is somehow tied to the Feywild rings hollow to me. If anything, it reminds me of the weapons of celestials such as devas. Whether that's appropriate for a Fighter subclass is debatable imo.
2 - The light point features are all over the place in power. Notably, the 3rd level Shrouding Light is way better than the 7th level Bending Light.
3 - Some clarity issues. Is the shield option just meant to be a +2 to AC, reflecting how a real shield works, or is it a +2 shield, effectively giving +4 to AC? Does it take any kind of action to turn on or off the light, and can you do it when it's not your turn? When you use Traveling Light, is that an attack? Why isn't the bonus damage from level 10 included in the damage chart at level 3? (And why do you need it when the damage already scales?)
4 - It's a little overly complex. This is less important, considering it's not meant to see official publication, but it's introducing a lot of new ideas (scaling off your number of attacks, mimicking mirror image, giving a scaling magical bonus to an object that can be a shield or a weapon, using "1d4 rounds") and could stand to be simplified.
Overall I think it's got potential, but there's no way I'd want it in my games in its current state.
Light Invocation When you choose this archetype at 3rd level you get access to Light Invocation die.
Light Invocation die. The Light Invocation die is a d8. It Becomes a d10 at level 10 and a d12 at level 18. You have Light Invocation die equal to your proficiency bonus and you regain expanded light invocation die when you finish a short or long rest.
Saving Throws. Some of your Invocations require your target to make a saving throw to resist the Invocations effects. The saving throw DC is calculated as follows:
Invocation save DC = 8 + your proficiency bonus + your Constitution modifier
Weapon Invocations. When you choose this archetype at 3rd level you can choose 2 Weapon Invocations. You can choose an additional Invocation, when you at Level 7, 10, 15 and 18.
Imbue Weapon (Meele Weapon only). Your melee weapons sheds dim light in a radius of 10 feet. As bonus action you can spend one Invocation die to imbue your weapon with light for 1 minute. While your Weapon is imbued this way it sheds bright light in a radius of 10 feet and dim light for antoher 10 feet. Additionaly the weapon deals bonus radiant damage equal to the amount of your Light invocation die.
Ammunition of light (ranged weapon only). Your ranged weapons fire ammunition made of pure light. When you hit a targer you can use your Bonus action to strike the foe with a radiant blast of light, that deals damage equal to your Light Invocation die + your Constitution modifier. The target must make a dexterity saving throw or is engulfed in bright light granting advantage on attacks against it.
Shrouding shield (shield only): As a bonus action you can spend one of your light invocation die to imbue your shield with shrouding light. Until the End of your next turn Attacks against you have disadvantage, until you are hit. The first Target that hits you, gets striked by the light in your shield dealing radiant damage equal to your light invocation die.
Blinding Light: As a Bonus Actionyou can throw an image of light of your weapon at a target within 30ft or make a ranged attack with a ranged weapon. The attack deals radiant damage equal to your Light Invocation die. Additionaly, if you hit the target must succeed on a constitution saving throw or be blinded until the end of it's next turn.
Fast as light. As a bonusaction you can spend one of your light invocation die to move up to 60 feet. This movement doesn't provoke attacks of opportunity.
Radiant burst: As an action a flash of light burst from within you hitting every creature within 5 feet. Every creature in the area mus make dexterity Saving throw or suffer damage equal to twice your light invocation die and can't use it's reaction until the start of your next turn.
Bending Light: You can use a Bonus Action and spend one of your light invocation die to bend the light around you and become invisible until the end of your turn.
Flickering Light (level 7): As an action you can spend 2 light invocation die to cast mirror image.
Searing Light (Level 10): As an action you can spend up to 3 light invocation die to strike a single target within 60 feet of you with concentrated sunlight. The target must make a dexterity saving throw or suffers damage euqal to the amount of spended lightinvocation die + your constitution modifier and becomes vulnerable to fire and radiant damage until the end of your next turn. If the target succeeds on the saving throw it only suffer half damage and is not affected by the other effects of the ability.
Avatar of light (Level 15). You can spend 3 Light invocation die to emit searing light for 1 minute. While in this state you have resistance to fire and radiant damage. Additionaly at the start of each creatures turn that is within 5 feet of you suffers radiant damage equal to your light invocation die + your constitution modifier and must make a dextery saving throw or becomes blinded until the end of its turn.
Light Traveler At level 7, you gain the ability to increase your speed to run as fast as light. As a bonus action you can activate this feature to increase your movement speed to 150 feet for 1 minute. You gain on level of exhaustion after the effect wears off.
Improved light invocation die At level 10 your light invocation die becomes a d10.
Wings of light At level 15 you can use a bonusaction and spend 1 of your light invocation die to emit a pair of wings of light for 1 minute. While the wings are active you have a flying speed of 150 ft.
Improved light invocation die At level 18 your light invocation die becomes a d12.
I made a subclass for the Fighter known as Light Weaver. I would like your thoughts on it:
At some point in your life, you were touched by an artifact or creature from the Feywild. This touch as augmented your muscles to gather and solidify the light particles into a weapon or shield.
The damage your weapon does depends on your level:
Level 3-5: d6
Level 6-9: d8
Level 10-14: d10
Level 15-20: 2d6
The damage type depends on the weapon you form and you can change the shape with a bonus action.
At level 3, when you take this subclass is when you form your light weapon. It has finesse, has a throwing distance of 40 ft, does not have reach at this level. If you form a shield, it gives +2 to your AC so long as you have it formed. It gives off 5 ft of dim light and you can extend that to 20 ft of bright light and 20 ft of dim light beyond that. You can turn that on and off at will.
Light Points is still equal to your Constitution modifier. The DC saves for light abilities is still 8+prof bonus+Con modifier.
At this level you gain three Light Abilities:
Blinding Light: Cost 1 Light Point, Bonus Action-Throwing your weapon up to 40 ft away. You make it explode with bright light in an attempt to blind all creatures in a 10 foot radius. Con saving throw. On a failure, the creature affected by this is blinded for 1d4 rounds. If they save, nothing happens.
Shrouding Light: Cost 1 Light Point, Bonus Action-You gain temp HP equal to your fighter level. So long as you have these temp HP, attack rolls have disadvantage against you, and all of your attack rolls are at disadvantage.
Piercing Light: Cost 1 Light Point, Action-You make light particles burst off your light weapon and soar out in a 5 ft wide, 40 ft long line. Dex Saving throw. On failure, the creatures caught in the line take piercing damage. Damage=Weapon damage die times number of attacks you can perform per action + Con modifier + any bonus from Empowering Light.
At level 7, your light weapon is now magical. It can now float up to 10 ft away, giving it reach. You can freely control it while its floating and you can grab it.
You get two more Light abilities at this level:
Empowering Light: Cost 1 Light Point, Bonus Action-You give your light weapon a +1 to hit and damage rolls for one minute. At level 15, you can go up to a +2 to hit and damage rolls for an additional Light Point for a total cost of 2 Light Points. At level 18, you can go to a +3 to hit and damage rolls for 3 Light Points total. So you can chose how much to put into the weapon at later levels.
Bending Light: Cost 1 Light Point, Bonus Action-You can turn your light weapon invisible until the start of your next turn. You are aware of where the weapon is. This gives your attacks advantage.
At level 10, you gain an additional Light Point to your total. Your light weapon now deals an extra 1d4 radiant damage with every hit.
Flickering Light: Cost 1 Light Point, Bonus Action-You gain one mirror image of yourself. This cannot be stacked, and you can't use this again until you lose your one mirror image. Follow the rules of the spell Mirror Image when you have only one.
Guiding Light: Cost 1 Light Point, Action-You shoot out a ball of light at a single target within 80 ft of you. To hit, d20+prof bonus+Con modifier. Damage: Radiant damage die times number of attacks + Con modifier + any bonus from Empowering Light. After the attack hits, the target glows softly, the next attack roll against that creature has advantage and lasts until the target is hit with an attack roll.
At level 15, you can manifest a weapon and a shield at the same time. No matter the weapon you form, you can use the shield with it. Empowering Light can go up to +2 and you have to decide how to divide the bonus if you use the +2 between the two, but you can choose to have all the bonus on one of them.
Hovering Light: Cost 1 Light Point, bonus action-Using your shield as a foot hold, you gain a flying speed of 40 ft for one minute. You lose your shield bonus during this minute.
Traveling Light: Cost 1 Light Point, action-You throw your weapon up to 40 ft away and teleport to it.
At level 18, your radiant damage die becomes a d6. You gain an additional 2 Light Points to your total
1 - While the imagery is pretty cool, the idea that this is somehow tied to the Feywild rings hollow to me. If anything, it reminds me of the weapons of celestials such as devas. Whether that's appropriate for a Fighter subclass is debatable imo.
2 - The light point features are all over the place in power. Notably, the 3rd level Shrouding Light is way better than the 7th level Bending Light.
3 - Some clarity issues. Is the shield option just meant to be a +2 to AC, reflecting how a real shield works, or is it a +2 shield, effectively giving +4 to AC? Does it take any kind of action to turn on or off the light, and can you do it when it's not your turn? When you use Traveling Light, is that an attack? Why isn't the bonus damage from level 10 included in the damage chart at level 3? (And why do you need it when the damage already scales?)
4 - It's a little overly complex. This is less important, considering it's not meant to see official publication, but it's introducing a lot of new ideas (scaling off your number of attacks, mimicking mirror image, giving a scaling magical bonus to an object that can be a shield or a weapon, using "1d4 rounds") and could stand to be simplified.
Overall I think it's got potential, but there's no way I'd want it in my games in its current state.
I would rally thighten the class.
Light Invocation
When you choose this archetype at 3rd level you get access to Light Invocation die.
Light Invocation die. The Light Invocation die is a d8. It Becomes a d10 at level 10 and a d12 at level 18. You have Light Invocation die equal to your proficiency bonus and you regain expanded light invocation die when you finish a short or long rest.
Saving Throws. Some of your Invocations require your target to make a saving throw to resist the Invocations effects. The saving throw DC is calculated as follows:
Invocation save DC = 8 + your proficiency bonus + your Constitution modifier
Weapon Invocations. When you choose this archetype at 3rd level you can choose 2 Weapon Invocations. You can choose an additional Invocation, when you at Level 7, 10, 15 and 18.
Imbue Weapon (Meele Weapon only). Your melee weapons sheds dim light in a radius of 10 feet. As bonus action you can spend one Invocation die to imbue your weapon with light for 1 minute. While your Weapon is imbued this way it sheds bright light in a radius of 10 feet and dim light for antoher 10 feet. Additionaly the weapon deals bonus radiant damage equal to the amount of your Light invocation die.
Ammunition of light (ranged weapon only). Your ranged weapons fire ammunition made of pure light. When you hit a targer you can use your Bonus action to strike the foe with a radiant blast of light, that deals damage equal to your Light Invocation die + your Constitution modifier. The target must make a dexterity saving throw or is engulfed in bright light granting advantage on attacks against it.
Shrouding shield (shield only): As a bonus action you can spend one of your light invocation die to imbue your shield with shrouding light. Until the End of your next turn Attacks against you have disadvantage, until you are hit. The first Target that hits you, gets striked by the light in your shield dealing radiant damage equal to your light invocation die.
Blinding Light: As a Bonus Actionyou can throw an image of light of your weapon at a target within 30ft or make a ranged attack with a ranged weapon. The attack deals radiant damage equal to your Light Invocation die. Additionaly, if you hit the target must succeed on a constitution saving throw or be blinded until the end of it's next turn.
Fast as light. As a bonusaction you can spend one of your light invocation die to move up to 60 feet. This movement doesn't provoke attacks of opportunity.
Radiant burst: As an action a flash of light burst from within you hitting every creature within 5 feet. Every creature in the area mus make dexterity Saving throw or suffer damage equal to twice your light invocation die and can't use it's reaction until the start of your next turn.
Bending Light: You can use a Bonus Action and spend one of your light invocation die to bend the light around you and become invisible until the end of your turn.
Flickering Light (level 7): As an action you can spend 2 light invocation die to cast mirror image.
Searing Light (Level 10): As an action you can spend up to 3 light invocation die to strike a single target within 60 feet of you with concentrated sunlight. The target must make a dexterity saving throw or suffers damage euqal to the amount of spended lightinvocation die + your constitution modifier and becomes vulnerable to fire and radiant damage until the end of your next turn. If the target succeeds on the saving throw it only suffer half damage and is not affected by the other effects of the ability.
Avatar of light (Level 15). You can spend 3 Light invocation die to emit searing light for 1 minute. While in this state you have resistance to fire and radiant damage. Additionaly at the start of each creatures turn that is within 5 feet of you suffers radiant damage equal to your light invocation die + your constitution modifier and must make a dextery saving throw or becomes blinded until the end of its turn.
Light Traveler
At level 7, you gain the ability to increase your speed to run as fast as light. As a bonus action you can activate this feature to increase your movement speed to 150 feet for 1 minute. You gain on level of exhaustion after the effect wears off.
Improved light invocation die
At level 10 your light invocation die becomes a d10.
Wings of light
At level 15 you can use a bonusaction and spend 1 of your light invocation die to emit a pair of wings of light for 1 minute. While the wings are active you have a flying speed of 150 ft.
Improved light invocation die
At level 18 your light invocation die becomes a d12.
Thank you for your help with this. I am grateful for your input. I do like this.