Base Class: Monk
A light dancer is able to navigate light with precision and finesse, to trick enemies and move at unbelievable speeds.
Lightspeed
At level 3 you gain the ability to move so rapidly that you manipulate the light around you into creating temporary figures of yourself where you move.
Every 15ft you move, you create a temporary version of yourself, you can place these anywhere in the path you choose, but can place up to as many 15ft movements you can make. These temporary versions of yourself stick around until the end of your next turn and provide the following benfits:
- Your AC is increased by 1 for each temporary figure (up to a maximum of +5)
- An enemy is required to make a DC12 Investigation or Perception check from an enemy to determine the real you. This is a free action for the enemy.
You can use this feature a number of times equal to your proficiency bonus.
Light Fingers
You have learned to harness the power of light sources around you and use them to your advantage. You gain the use of the following abilities:
- Light Aura: As an action, breathe in all light around you within 30ft and be shrouded in darkness for until your next turn, OR use that light to surround yourself with a bright glowing light that surrounds you. Any allies within this light gain advantage on their attacks while within the light, and enemies have disadvantage on them. (3 Ki Points)
- Lightbeam: Attack Roll: + Dex Modifier + Proficiency. As an action, point your finger at any single target and shoot a beam of light at them, dealing 5d8 radiant damage against them on a hit. This increases by 2d8 at level 10, and another 2d8 at level 15. (2 Ki Points)
- Flaming Circle: Set a point on the ground within 60ft of you and create a 10ft radius circle of flames. All creatures within the flames must make a Dexterity Saving Throw or take 6d6 fire damage, or half as much on a successful save. (4 Ki Points)
- Bestow Light: Create 5 light particles atop all the fingers on one of your hands, choose 5 creatures (Including yourself) to grant a ball of light to. These creatures receive a +3 bonus to perception, +1 bonus to attack rolls, +1 bonus to AC and can hurl the light at an enemy as an action for a guaranteed hit dealing 1d6 radiant damage, or 2d6 radiant damage if hurled after 5 rounds. The ball lasts 1 minute unless hurled. (5 Ki Points.
Light Forge
Take 10 minutes to forge a bond between any weapon or piece of armour with light itself.
- Give any weapon an extra 1d6 radiant OR fire damage permanently.
- Give any piece of armour resistance to radiant OR fire damage permanently.
This feature can be used once per day.
Light Embodiment
As an action you can turn yourself into a paragon of light. You become a dazzling shining version of yourself and gain several abilities.
- While in your light form, you have immunity to radiant and fire damage.
- While in your light form, you can use a reaction to impose disadvantage on a melee attack against you, if the attack misses you can make a single melee attack against the target.
- While in your light form, your movement speed is doubled.
- While in your light form you can move at the speed of light once, while doing so you can move yourself and up to 8 allies any direction that is unhindered up to 1 mile.
- While in your light form you can make use your action to hurl any object you can throw an object in a straight line at the speed of light, if it hits a target it deals 30d10 force damage, the next target will take 20d10, and a third target can take 10d10. You can use this once during your light form.
- While in your light form you can use all your movement to run a full circle around a single enemy, they must make a constitution saving throw (DC19) or be stunned for one minute, you can use this once during your light form.
Your light form lasts for one minute.
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Posted Jan 5, 2025Sorry, I didn’t mean to comment again.
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Posted Jan 5, 2025I love this concept, awesome job.
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Posted Nov 12, 2024Cool ideas, but this seems insanely over-powered especially at the lower levels.
Lightspeed gives both an AC bonus *and* acts as a mirror image at level 3? I'd do one or the other to make it more reasonable. Also I'd have the images expire at the start of your next turn so it would be more akin the the Shield spell or a short mirror image spell. This would still be pretty powerful and a great choice for 3rd level.
Light Fingers at level 6 seems a little OP on some of the damage numbers but I like the feature's concepts.
Light Forge. I can absolutely see my party trying to use this as a gold printing press.
Light Form: Doesn't seem like there's a limit on how many times you can use this. Way too OP, you're basically a god with insta-kill abilities. Even with a use of once per day the damage on it is crazy. Also being able to throw *any* object is crazy abuseable. My players would absolutely throw the enemy's castle, killing hundreds people with one action. Also I'd say drop a couple of the options becuase even at level 17 this seems like alot imo.
Overall I like the ideas, but definitely needs some balancing.