Base Class: Rogue
Light-Bringers are warriors of illumination, their bodies and weapons conduits for the power of Anwar, the Eternal Beacon. Wherever they walk, shadows bend and light strikes with precision, stunning or blinding enemies and leaving trails of radiant energy that empower allies. Their presence turns the tide of battle: foes falter under their brilliance, while comrades find renewed vigor and protection.
Blessed by Anwar, Light-Bringers can cloak themselves in veils of light and darkness, becoming unseen amidst chaos or radiating energy that bolsters their allies’ defenses. Each Light-Bringer’s journey is a path of mastery, from their first spark of Radiance to the ultimate beacon of Pharos, shaping the battlefield and bending the forces of light to their will. They are both punisher and guardian, harbinger and healer—a living testament to the will of Anwar.
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Radiance
Starting at 3rd level Gain the Following Abilities:
Your initial mastery of light manifests, allowing you to manipulate visibility, empower allies, and strike enemies.
Light’s Veil (Passive)
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While within 15 ft of a blinded or stunned enemy, you can choose to become invisible.
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Invisibility ends if you attack, cast a spell, or move beyond 15 ft of the enemy.
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Can be used once per round.
Light Infusion (Passive)
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Enemies infused with light take 1d8 radiant damage whenever hit.
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Reapplying the infusion deals another 1d8 radiant damage.
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Duration: 2 minutes, no concentration.
Light Bolt (Bonus Action)
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Range: 40 ft, Attack: Ranged spell attack (or Dex)
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Damage: 1d8 radiant (scales 2d8 at 11th, 3d8 at 17th)
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Roll d4 for status:
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1–2: Blinded (Wis save DC 14)
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3–4: Stunned (Con save DC 14)
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Target + 2 creatures within 15 ft are infused with light.
Lumen
Starting at 9th level gain the following abilities
Your light grows stronger, allowing you to manipulate the battlefield and empower allies more broadly.
Light Trap (Action/Passive)
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While invisible, leave up to 4 traps within 60 ft.
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Trap: 15 ft radius sphere; triggers when an enemy enters.
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Effect: Infused with light + status effect (roll d4):
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1–2: Blinded (Wis DC 18)
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3–4: Stunned (Con DC 18)
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Traps last 1 minute or until triggered.
Cone of Light (3/Short Rest, Action)
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35 ft cone; enemies infused with light, make Wis save DC 16 or be blinded.
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If any ally is in the cone, heal them 3d8 HP.
Halo
At Level 13 Gain the following ability
Your light now punishes foes and dominates the battlefield with area control.
Blaze (Reaction, Recharge 5–6)
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Trigger: Enemy attacks you within 10 ft.
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Effect: Enemy latched, infused with light, roll d4 for status:
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1–2: Blinded (Wis DC 18)
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3–4: Stunned (Con DC 18)
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Can trigger once per creature per round.
Star Sphere (2/Short Rest, Action)
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Leap into the air and slam down, creating a 25 ft radius sphere centered on you.
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Each creature must make a save:
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Con 16 or take 3d8 bludgeoning damage and be stunned
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Wis 16 or take 3d8 bludgeoning damage and be blinded
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Roll d4 to determine which effect applies to all targets:
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1–2: Blinded
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3–4: Stunned
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All enemies hit are infused with light.
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Damage scales to 4d8 at level 17.
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Pharos
At 17th level gain the following ability
You become a beacon of radiant energy, empowering allies and overwhelming foes with light.
Elven Star (2/Long Rest, Action)
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Fire orb of light into the air for 3 rounds:
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Allies within 30 ft: +2 AC, disadvantage on attacks against them, heal 1d8 HP per round
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Enemies within 30 ft are infused with light
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/26/2025 3:54:16 AM
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3
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4
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A1.0
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Coming Soon
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