Illumination. The Warden sheds constant illumination. It can choose the radius of the light at will, from 5 feet to 50. The light is bright for that radius, and dim for an additional amount equal to the radius of the bright light. The Warden has a blindsight wherever this light reaches (either bright or dim), and has a +10 bonus to its passive perception in that range.
When a creature comes into the bright light for the first time or ends their turn there, they must make a DC 22 constitution saving throw taking 13 (3d8) radiant damage on a failed save or half as much on a successful one. A creature who fails the save by 5 is blinded until the start of the Warden's next turn.
Energy Reliance. The radiant power the dwells within the Warden requires energy to survive. At the start of each of the Warden's Turns, it must roll a d20. On a roll equal to or below its activation threshold, cannot use it's multiattack, legendary actions, actions with a recharge, or actions that have limited use per day. It's armor class is also reduced to 19, and it looses its resistance to bludgeoning, piercing, and slashing damage from magic weapons. These effects last until the start of the Warden's next turn.
The activation threshold while the Warden is within 500 feet of the Vessel of light is 0. While not within this radius however, the activation threshold becomes 3. It increases by 1 each time the Warden finishes a long rest not within this radius, or the darkness or similar magic covers up part of the Warden's illumination. The value resets to 0 once it comes within 500 feet of the Vessel of Light again.
Legendary Resistance (3/Day). If the Warden fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless it wishes to be affected, the Warden is immune to spells of 3th level or lower. It has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The Warden's weapon attacks are magical.
Discorporation. When the Warden drops to 0 hit points or dies, the light infusing it's soul is extinguished and its body slowly evaporates. After 1d10+1 days, unless the Vessel of Light is destroyed, the Vessel of Light will choose a new acolyte to be infused with the light, who imminently becomes the Warden of the Light.
High Energy Light. In addition, the Warden's eyes can detect not only the visible spectrum, but many more wavelengths. The Warden can see through walls that are less than 2 feet thick and not made of adamantine.
Multiattack. The Warden makes two attacks with its spear of light. It can then use its gamma ray burst action if it is avalible.
Spear of Light. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 target. Hit: 21 (3d10 + 5) radiant damage. All creatures in a 30-foot line tat is 5 feet wide emanating from the Warden in the direction of the target must succeed on a DC 22 constitution saving throw or take 11 (2d10) radiant damage and be blinded until the start of the Warden's next turn.
Gamma Ray Burst (Recharge 5-6). An explosion of high frequency photons explodes outwards from a point the Warden can see within 120 feet of itself. All creatures within 30 feet of the point take 10 (3d6) poison damage, and must succeed on a DC 22 constitution save or take 22 (4d10) radiant damage.
Star Strike (3/Day). With the power of a supernova, a pillar of light strike a point of the Warden's choice within 1,200 feet of itself, evaporating everything it touches. All creatures in a 20-foot cylinder that is 100 feet high centered on the point must make a constitution saving throw, taking 90 (20d8) radiant damage, or half as much on a successful save. A creature who fails the save is also blinded for a minute. A creature blinded in this way can repeat the ave at the end of each of its turns, ending the effect on a success.
Teleport (3/Day). The Warden calls the light inhabiting its body to its home. The warden magically teleports to a point of its choice within 60 feet of the Vessel of Light.
Optical Lensing (3/Day). The Warden bends the light waves traveling around itself, manipulating the way reality appears. Each creature and object in the radius of light created by its illumination (dim or bright) becomes invisible. The entire radius if covered by an illusion created by the Warden. This illusion has all the same creatures, objects, and terrain as actually appear in the radius. However, the Warden chooses the location where any objects and creatures appear.
This illusion lasts for a minute, or until the Warden chooses to end it early (no action required). During this time, he effect takes the Warden's concentration, as if it were concentration on a spell.
The Warden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Warden regains spent legendary actions at the start of its turn.
Spear of Light. The Warden makes an attack with its spear of light.
Electromagnetic Charge. The Warden controls the photons which transfer the quantum electroweak force, allowing creatures to be moved through charge differential. The Warden chooses two targets the it can see, which can be either creatures or objects, within 120 feet of the Warden. The targets must succeed on a DC 22 strength saving throw or be pulled 30 feet towards each other. If they hit each other, they are knocked prone and take 3 (1d6) bludgeoning damage.
Lightspeed Dash (Costs 2 Actions). The Warden moves up to twice its speed. Until the start of its next turn, the Warden gains the effects as it it took the dodge action.
Description
The Warden of the Light appears as a vaguely humanoid figure covered by a multicolored cloak and a cowl. All that can be seen under its hood and where skin is exposed is bright, gleaming light. The figure floats ethereally on the air, holding a long spear composed entirely of bright light that makes the figure nearly impossible to make out.
The Vessel of Light is a minor deity of light. It gives man acolytes and followers power, similar to other deities. Fearing destruction or someone attempting to wield the Vessel as a weapon however, it chose a loyal follower can gave them a massive influx of power, more than it had given to any other. The individual became the guard of the Vessel, known as the Warden of the Light.
The power was too great for a mortal body however. As the light dwelt in the Warden, it transformed it into a being of pure light. It became no so much an individual with its own concessions, but an extension of the Vessel of Light. The Vessel of Light could control the Warden, as if it were no more than a limb.
Time after time, the Warden of Light proved and effective guard, so the Vessel took measures to make sure it always had a guard. It manipulated the light so, in the event that the Warden would die, the light would find a new host. In effect, the Warden of the Light became a role hat would always be occupied while the Vessel survived.
The Vessel of Light
The Vessel of Light is a minor deity of the light domain. Though it appears to be only a small glass vile from which an iridescent yellow glow shines, it contains vast amounts of power. The Vessel, not unlike any other deity, gives spellcasting to its followers and clerics. However, bent on self preservation before all else, the Vessel knew that it could not rely on normal clerics. It pulled from itself vast stores of power, nearly enough to empty the vessel, and bestowed the power upon one of its followers who became the The Warden of the Light.
The Warden became an extension of the Vessel, effectively part of its consciousness. Through the Warden, the Vessel could do its bidding. The Vessel attempted to broaden its domain, seeking power and control. The Warden swept through enemies, quickly creating a small empire in the realm of the Celestials. However, the Vessel had overestimated its power. As the empire grew, more powerful Celestials began to take notice. Before long, the Warden was faced with its match. With the short lived empire collapsing around it, the Vessel commanded the Warden to retreat.
The Vessel was brought to a hidden location, where it was lost to time. While the Vessel and its conquest was forgotten, it bidded its time. Acing in secret, it began to make small steps. Slowly amassing a small group of followers, always while keeping the Warden to defend itself. To this day, few know of the Vessel and less know its location. It might be planning something, or it might simply be trying to survive, no one knows...
Personality
The Vessel of light is lawful neutral. It is entirely driven by its "duty" and "purpose", caring little for its own comfort. It believes that it must conquer the Celestials to bring order to all. Its goal is to spread its influence as far as possible. It will always act to keep itself alive knowing that it dying would mean the end of its control, large or small.
Destroying the Vessel of Light
The Warden has 200 hit points; immunity to radiant, psychic, and poison damage; and resistance to necrotic and cold damage. When it is reduces to 0 hp, it does not die outright. Instead, the light infusing it weakens and it enters a vulnerable state which lasts for 24 hours, after which time the Vessel regains 1 hit points. While in this state, it has immunity to all damage. If it enters the area of a darkness spell or similar magic, it rolls a d20. If it rolls 5 + the level of the spell or higher, the spell is dispelled. Otherwise, the Vessel of Light shatters and the light inside is absorbed into the darkness.
The Vessel of Light regains 1d4+1 hit points daily at dawn.
Lair and Lair Actions
The Warden of the Light is infused with a powerful light that is inherently connected to the Vessel of Light. As such, the light draws the Warden to the Vessel as its guard and the Vessel becomes the Warden's Lair. The Warden's Lair is the area within a 500-foot radius of the Vessel of Light. Typically, the Vessel of light is kept in a secret location with few entrances and a large open space for the Warden to guard it, though the Vessel can be moved anywhere, moving the Warden's Lair along with it.
Lair Actions
On initiative count 20 (losing initiative ties), the Warden takes a lair action to cause one of the following effects; the Warden can’t use the same effect two rounds in a row:
- The Vessel of Light's glow surges in power, emitting a burst of light. All creatures within 60 feet of the Vessel must succeed on a DC 22 constitution saving throw or be blinded until next initiative 20. While blinded in this way, a creature is also incapacitated.
- An extradimensional path of light connects he Warden and the Vessel of Light, allowing them to move through space. All creatures in a line that is 5 feet wide from the Warden to the Vessel must make a DC 22 constitution saving throw, taking 11 (2d10) radiant damage on failed save, or half as much on a successful one. Then, the Warden and the Vessel magically switch places.
- A wall of radiant energy springs into existence at a point within the liar of the Warden's choosing. The wall is an inch thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. The wall can have any shape, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. Nothing can physically pass through the wall. It is immune to all damage, but if darkness from the darkness or similar magic would overlap with the wall, it is dispels early. The wall lasts until next initiative 20.
Regional Effects
The region containing the legendary Warden of Light’s lair is Altered by the Vessel of Light, which the following effect:
- The lair is always bathed in bright light, which dispels darkness created by the darkness spell and similar magic of 4th level or lower.
These effects are tied not to the Warden, but to the Vessel of Light. The lair effects are unaffected by the Warden by killed. However, if the Vessel of light is destroyed, the lair effects fade over 1d4+4 hours.
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