Warlock
Base Class: Warlock

Your soul has been bound by the Light, know by some as the Luxon, in a cycle of reincarnation beginning with the Primordials. Those bound by the Light eventually begin an awakening, remembering their past lives once more, so that they can learn the answers the Light had long before sought: who am I and what is my purpose? As a warlock of the Luxon, your introspection has led to experimenting with the fraction of the Light within you. Over lifetimes, you have learned to draw forth the radiant dunamis, while limiting its luminosity. 

The surfacing memories of eons of lifetimes takes its toll on the mind. Those who are fortunate enough to find help find relief in suppressing the memories. As a requisite to draw forth this power, though, you cannot seek such luxuries. As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Luxon. 

d6

Flaw

1

Behaviors or thoughts of your past lives surface in stressful situations, potentially conflicting with your personal goals and beliefs.

2

You are overcome with loneliness—even when surrounded by people, they all seem so distant.

3

Some of your own memories have been damaged or lost by the awakening, as the mind can only stretch so far.

4

The causes of your deaths over lifetimes are not accidental—someone, or something, is hunting you.

5

Countless deaths are not the worst of your newfound memories, as your nightmares frequently remind you.

6

To you, seconds can seem like eons, yet days may pass in the blink of an eye.

Expanded Spell List

The Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Luxon Expanded Spells
Spell Level Spells

1st

gift of alacrity, magnify gravity

2nd

blur, fortune's favor

3rd

blink, pulse wave

4th

gravity sinkhole, greater invisibility

5th

dawn, skill empowerment

Twilight Radiance

At 1st level, your light radiates from your core. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

While in this form, light appears to grow darker as it reaches your body, which loses all hue. You appear brighter than everything around you, even in daylight, yet nothing near you is illuminated by this apparent brightness. 

Luminary Self

At 6th level, your exposure to the light's radiance has a profound effect on your body and magic. The brightest lights have no affect on your ability to see. You do not suffer disadvantage from light sources, such as by a sunlight sensitivity. 

In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with force damage. While transformed by your Twilight Radiance feature, you can roll one additional damage die when determining the force damage the target takes. 

Enduring Nova

At 10th level, the inner Light now saturates your body. You have resistance to radiant damage. If you are transformed using your Twilight Radiance, you instead become immune to radiant damage.

In addition, when you are reduced to 0 hit points, you can summon forth a wave of radiant energy. Each creature within 30 feet of you takes radiant damage equal to 2d10 + your warlock level. You regain 1 hit point and you gain 1 level of exhaustion. Once you revive this way, you can’t do so again until you finish 1d4 long rests.

Luxon Archon

At 14th level, your body is a vessel for your soul, but you can retain a connection to it at a distance. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body.

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a dunamancy spell, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Twilight Radiance, once during each of your turns when you deal force damage to a creature, you regain hit points equal to half the amount of force damage dealt.

Once you use this feature, you can’t do so again until you finish a long rest. 

The Luxon Image

Comments

Posts Quoted:
Reply
Clear All Quotes