Warlock
Base Class: Warlock

This subclass is heavily based on the "The Undying Light" made by Alisternight. If you like this then go check out what they made cause its awesome and is what inspired me to make this.

Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy. Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.

Bonus Spells From The Positive Planes

As you level up you gain certain spells from the Positive Planes.

Spell Level

Spells

Cantrip

Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Green-Flame Blade, Light, Produce Flame, Sacred Flame, and Word of Radiance

1st

Absorb Elements, Burning Hands, Divine Favor, Faerie Fire, Guiding Bolt, Hellish Rebuke, and Searing Smite

2nd

Blindness/Deafness, Blur, Branding Smite, Continual Flame, Darkness, Darkvision, Dragon’s Breath, Flame Blade, Flaming Sphere, Moonbeam, Scorching Ray, Spiritual Weapon, and Warding Bond

3rd

Ashardalon’s Stride, Beacon of Hope, Blinding Smite, Daylight, Fireball, Flame Arrows, Melf’s Minute Meteors, Revivify, and Spirit Guardians

4th

Aura of Life, Aura of Purity, Banishment, Death Ward, Divination, Fire Shield, Guardian of Faith, and Wall of Fire

5th

Antilife Shell, Banishing Smite, Circle of Power, Contact Other Plane, Dawn, Dispel Evil and Good, Flame Strike, Hallow, Holy Weapon, Immolation, Planar Binding, Summon Celestial, and Wall of Light

Radiant Soul

Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant or necrotic damage, and when you cast a spell or use abilities that heal or deal radiant or fire damage, you add your Charisma modifier to that damage or healing. You have a +2 bonus to your spell attacks and your Spell Save DC.

Holy Warrior

Starting at 1st level, the influence of the Positive Plane also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and bond it to the energy of the Positive Plane. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. The bonded weapon gives off bright light in a 20-foot radius and dim light in another 20 feet beyond that. This benefit lasts until you finish a long rest. This benefit extends to every weapon you conjure with this feature, no matter the weapon’s type.

You can use your action to conjure a bonded weapon to your empty hand. You can choose the form that this weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon also deals either fire or radiant damage, your choice. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your bonded weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your bonded weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you conjure your bonded weapon thereafter. The weapon ceases being your bonded weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Divine Strike

Any bonded weapon you wield that has the ammunition or thrown property are able to use Divine Smite or smite spells on ranged/thrown attacks made with the bonded weapon. Additionally, when you make a ranged attack with a bonded weapon with ammunition, you can choose to summon and use a Radiant Bolt made of pure light rather than ammunition, which deals radiant damage and passes through allies, structures, and constructs without damaging them. Radiant Bolts can be loaded as a free action. Ranged attacks with a thrown bonded weapon also deals radiant damage and passes through allies, structures, and constructs without damaging them and then reappears in your open hand.

Champion of the Positive Plane

Starting at 6th level, you can embrace the energies coming from the Positive Plane that are within you. As a bonus action, you transform into a form made of radiant light and swirling fire for 1 minute, you gain the following benefits:

  • When you enter this form, your body is made of pure light and a layer of fire settles over your skin, warding off attacks. This flaming ward has hit points equal to your overall class level + your Charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Once per turn, when you deal fire or radiant damage, the ward regains a number of Hit Points equal to your Charisma modifier. the ward's magic dissipates if you end this form.
  • You give off light in a 120-foot radius and dim light for 60 feet beyond that.
    • At 10th level the light you give off counts as daylight as if you used the Daylight Spell
  • You may absorb nonmagical fire you can see in a 10-foot cube within 30 feet as a bonus action, snuffing it out. You gain a number of temporary Hit Points equal to your Charisma modifier plus your proficiency bonus when you use this ability.
  • As an action, you can raise your bonded weapon or a holy symbol, which bursts into flames and radiant light that sear the eyes of fiends, monstrosity, undead, or creatures of an evil alignment. Each fiend, monstrosity, undead, or creatures of an evil alignment that can see your bonded weapon or the holy symbol must make a Charisma saving throw against your Spell Save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
    • A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is no unoccupied space that the creature can move into, it can take the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
  • You gain the Multiattack feature and can attack twice. The number of attacks increases to three when you reach 10th level in this class and to four when you reach 14th level in this class.
  • Your divine form aids your companions to strike down their enemies. You can use the help action as a bonus action on any ally within 15 feet of you. If this ally then hits on their attack that you are helping them with, they do additional fire or radiant damage on the attack equal to your Charisma modifier.

Wings of Light

Beginning at 10th level, you can use an action to gain a flying speed of 35 feet for 1 minute. You can use this a number of times equal to your Charisma modifier, with a minimum of 1, per long rest.

Holy Protector

At 14th level, your divine light becomes so intense that it shines indefinitely. Granting you the following:

  • You always emit bright light out to 60 feet.
  • All friendly creatures within your light have advantage on all saving throws.
  • Any hostile creature must succeed on a Constitution saving throw against your Spell Save DC or be Blinded whenever it starts its turn in the light. A creature that succeeds on this save is immune to this effect for 24 hours.
  • Fiend, monstrosity, undead, or creatures of an evil alignment must succeed on a Wisdom saving throw against your Spell Save DC whenever they try to enter the light. Undead creatures make this save with disadvantage. On a success, they successfully enter the light. On a failure, they cannot enter the light and make all future saves to enter the light at disadvantage.
  • You can channel the energies of the Positive Plane to heal yourself and others. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest.
The Energy Of The Positive Plane Image

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