Base Class: Rogue
The Light Warden excels in manipulating light to their advantage, blinding enemies and striking with precision in the radiant glow. Whether sneaking through shadows or engaging in direct combat, the Light Warden is a rogue who embraces the brilliance of light to become a formidable and elusive adversary.
Radiant Thief
At 3rd level, Light Wardens gain proficiency in the Performance skill and have advantage on Dexterity (Stealth) checks made in bright or daylight conditions. Additionally, when making a Dexterity (Stealth) check, they can choose to make the area around them brightly lit for 10 feet, or dimly lit for an additional 10 feet beyond that. This feature can be used a number of times equal to the rogue's Intelligence modifier (minimum of 1) before requiring a short or long rest to replenish.
Dazzling Strikes
Starting at 3rd level, the Light Warden can infuse their attacks with radiant energy. Once per turn, when they hit a creature with a finesse or ranged weapon, they can deal additional radiant damage equal to their Intelligence modifier.
Blinding Escape
At 9th level, the Light Warden can use blinding bursts of light to aid their escape. When the rogue takes the Disengage action, they can create a burst of radiant energy, temporarily blinding creatures within 10 feet of them until the start of their next turn. This effect imposes disadvantage on opportunity attacks against the Light Warden during that time.
Prismatic Cloak
Starting at 13th level, the Light Warden gains resistance to radiant damage and can use their reaction to impose disadvantage on an attack made against them that relies on sight. Additionally, once per long rest, they can cast the spell "Blur" without expending a spell slot, causing attackers to have disadvantage on attack rolls against them for 1 minute.
Luminous Ambush
At 17th level, the Light Warden can execute a devastating Luminous Ambush. When they successfully hit with a sneak attack, they can choose to blind the target until the end of their next turn. The target must make a Constitution saving throw against a DC equal to 8 + the rogue's proficiency bonus + their Intelligence modifier. On a failed save, the target is blinded, and on a successful save, they are immune to this effect for 24 hours.
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