Base Class: Wizard
Rather then studying on evocation or illusion, the Luxenist College studies light in both its presence and absence. More specifically, they study how to create light or remove it.
Level 3: Wielder of the Light
You gain the Light Cantrip, if you already have this cantrip choose another one from the wizard spell list.
In addition, You always have the spell Color Spray Prepared, this does not go against your prepared or known spells.
Level 3: Blinding Light
After dealing damage to a target of a level one or higher spell, you can increase the arcane light you render with your magic. The Target rolls a wisdom saving throw against your spell DC or is blind for an amount of turns equal to the spells level plus your intellegence Modifier. The target rerolls this save at the end of their next turn.
If you damage multiple targets, you have to choose one when using his feature.
You can use this ability a number of times equal to your Profiency Bonus. You regain all uses on a long rest or on a use of Arcane Recovery.
Level 6: Arcane Veil
Your study of light has given you a heightened sense of vision, you gain 30ft of dark vision including magical Darkness and roll saves against the blinded condition with advantage.
If you already have dark vision, you can only see through magical darkness 30ft but you do add 30ft to your nonmagical dark vision.
Level 10: Seen the Light
The light you bear makes how people see you as well as how you see others more preferable. While concentrating on an illusion or evocation spell, you can add your intellegence bonus to all charisma checks and saving throws as well as wisdom (perception) checks.
This feature does not apply to passive perception or any other passive traits.
Level 14: Blindspot
After blinding a creature with a leveled spell, the dice value needed for your attacks or an allies attack to count as a critical hit goes down by one.
For example, if the player normally needs to roll a natural twenty to critically hit, rolling a nineteen on a blinded target would then also crit.
Additionally, if a natural twenty is rolled whist this benifit is present, the player that rolled it gains a heroic inspiration, as your arcane light acts as a beacon for their brutal blow.
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