Wizard
Base Class: Wizard

The free city of Midas is home to an order of martial spellcasters trained in the manipulation of fire and light. In defiance of the overseers of this world, lamplighters keep the free city clear of the influence of Fey and protected against the dark cloud of tyranny that threatens their borders.

Lamplighters wear breastplates or light chain armor and wield bladed polearms in battle. As they advance in skill and experience, lamplights learn how to wield their magical flame as an extension of their weapon, a white-hot blade of flame that can cut through the hide of the toughest beasts and chase away all those who would impede on the lives of free Midans.

Last Gleaming

When you take this subclass at 2nd level you become empowered by the magical energy that courses through you as you cast spells. After you cast a spell that requires a spell slot, attacks made against you are at disadvantage until the beginning of your next turn as the energy turns away blades, arrows and spells with pure force.

Lamplighter Style

When you take this subclass at 2nd level, you gain the skills granted through training as a lamplighter. You gain proficiency in light armor and medium armor, halberds, glaives and pikes. You may use intelligence instead of dexterity when calculating your AC. You may use a melee weapon that you have proficiency with as your spellcasting focus.

In addition, when you cast the light spell on a drawn melee weapon, the light you emit allows you to see through darkness of all kinds within range of the spell, including magical darkness. At 12th level, this ability is enhanced further, granting you truesight within the bright light cast by the light spell.

Combat Doctrine

Beginning at 6th level, when you make a melee attack you may also cast a cantrip that targets a single creature. If you cast the firebolt spell in this way and target a creature within 5 feet you make the attack roll without disadvantage.

Light the Way

At 10th level, you have mastered the art of combat with a staff or polearm passed down through the ranks of lamplighters. When you make an attack with a staff or polearm, add 1d8 fire damage to the damage inflicted by the attack.

In addition, while you have light active on your melee weapon, you gain advantage when casting dispel magic on spells or effects that create illusions or cause the charmed effect.

Soul Spark

At 14th level, your skill with flame and fury further empower your melee attacks. Your melee attacks count as magical for the purposes of overcoming resistances, and the fire damage inflicted by your melee attacks ignores resistances or immunities that would reduce the amount inflicted.

Once per long rest, you may channel your raw fury into a strike. When you hit a target with a melee attack, you may expend a spell slot up to 5th level. If you do, add 1d8 fire damage to the attack for each level of the spell slot you expended.