Base Class: Rogue
Lightforged are those who were either born with, or dubbed powerful radiant magic by another more powerful being. These people are taught to use their powers with grace and agility, as the practice was originally brought about by the elves, long, long ago. Their magic can be used to heal and protect, but is equally strong at dishing out pain if needed.
Maybe this subclass is strong? I'm not sure, I just hope people like it. I did a lot of asking around and everything seems balanced from what I was told. Please enjoy!
Radiant Power
3rd-level Lightforged feature
You harbor a wellspring of radiant energy within yourself. This energy is represented by your Luminous Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various lightforged powers you have, which are detailed below.
Some of your powers expend the Luminous Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Luminous Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Luminous Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Luminous Energy dice increases: at 6th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Luminous Energy dice.
Some of your powers require a saving throw. The DC of this saving throw is equal to 8 + your Wisdom bonus + your Proficiency bonus.
Radiant Weapon. You can expend a use of your Luminous Energy dice to alight your weapon with radiant energy. As a bonus action, you can empower one of your weapons that you are currently wielding for 1 minute. While your weapon is empowered in this way, it does extra radiant damage on a hit equal to one roll of the current Luminous Energy dice size.
You can only have one of your weapons empowered at a time. At 12th level, you can empower up to two weapons at a time.
The weapon also sheds dim light in a 5 foot radius from it. An empowered weapon only deals the extra radiant damage if it is being wielded by you, but does not lose its empowered property if you are disarmed of it or drop it.
For the purposes of magical darkness, dispel magic, and antimagic field, the empowerment is considered a 2nd level spell.
Light Blast. You can expend two of your Luminous Energy dice to release a blast of light, potentially blinding enemies in front of you. As an action, you can force all creatures of your choice in a 20 foot cone emanating from you to make a Wisdom saving throw. On a failure, they are blinded for 1 minute, ending the effect on themselves at the end of their turn with a successful save. While they are blinded in this way, you can roll one extra Luminous Energy die for the extra radiant damage dealt by your Radiant Weapon power when hitting them. Creatures facing away from you make their saving throw with advantage.
At 12th level, you can change the shape of the light blast into a 5 foot wide, 90 foot long line.
Incandescent Soul
3rd-level Lightforged feature
Your body is suffused with holy light, and as such you gain resistance to radiant damage.
Additionally, you know the Light and Dancing Lights cantrips, and can cast it at will. Wisdom is your spellcasting ability for these spells.
Lucent Power
9th-level Lightforged feature
You gain yet stronger powers that use your Luminous Energy dice:
Light Bolt. You can expend two or more of your Luminous Energy dice to fire forth a bolt of holy energy at a target. As an action, you can release a bolt of holy energy at a target within 90 feet. You are proficient with this attack, and it uses your Wisdom for the attack roll. On a hit, you deal radiant damage equal the rolled total from the amount of Luminous Energy dice rolled. This attack can also benefit from your Sneak Attack, which is then added as extra radiant damage to the first total.
Heal. You can expend any number of Luminous Energy dice to heal a creature you touch. As an action, you can touch one willing creature. They are healed for half the total amount rolled based on the number Luminous Energy dice you decided to use. If a creature is not willing, it can attempt a Dexterity ability check against your save DC.
Shield of Light
13th-level Lightforged feature
You create a barrier of light to protect yourself and nearby creatures. As an action, you can expend four of your Luminous Energy dice to create a bubble made of magical radiant light that lasts for 1 minute. The bubble is centered on you, moves with you, and has a radius of 15 feet. The bubble creates bright light out to a radius of 15 from its center, and dim light for an additional 15 feet. All allied creatures fully inside the bubble (including you) gain the benefits of half cover (as described in the Chapter 9: Combat, In the Basic Rules book for DnD 5e) and resistance to radiant and necrotic damage, as well as adding your Wisdom modifier to their Dexterity, Wisdom, Intelligence, and Charisma saving throws.
Hostile aberrations, celestials, fey, fiends, and undead that attempt to enter the bubble or are pushed in must first make a Wisdom saving throw against your DC. On a failure, they treat the bubble as an impassible wall (though their weapons and attacks may still be able to get in). They may reattempt entry once per round. On a success, they are able to free walk in and out of the bubble for 1 minute.
For the purposes of magical darkness, dispel magic, and antimagic field, the bubble is considered a 5th level spell.
While the bubble is active, you must concentrate on it, as if concentrating on a spell.
Once you use this feature, you can’t do so again until you finish a long rest.
Holy Avenger
17th-level Lightforged feature
You have gained the ability to let the power of pure light flow through you. As an action, you release this holy light from within, greatly bolstering yourself. For 1 minute, you gain the following benefits:
- You gain ethereal wings made of light, granting you a 60 foot flying speed. The wings give off bright light in a 30 feet radius and dim light for an additional 30 feet. Magical darkness is overtaken by the bright light created by the wings (but not the dim light).
- If you kill a creature with radiant damage, or while they are blinded by your Light Blast, you can choose to obliterate their body, disintegrating their form and leaving behind anything they were wearing or had equipped.
- Whenever you or an ally who is within your bright light radius takes damage from an enemy; subtract your Wisdom Modifier from the damage taken.
- Whenever you or an ally are within your bright light radius they are immune to being blinded, poisoned, frightened, or petrified.
This effect ends if you become unconscious or you are taken to 0 Hit Points.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend four Luminous Energy dice to use it again.
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