Base Class: Fighter
The shadows twitch as a small party of adventurers wanter through the dark cave, illuminated only by a dim torch. A muffled scream is heard from the back as the Wizard who was in the back was being lifted by creature made of shadows. The Fighter rushes in, channeling light into his sword as he glows in a brilliant light, causing the shadow to drop the dying wizard before being decapitated. As the first shadow fell, more approached from the edges of the caves. As the first shadow approached the fighter, the Rogue unsheathes his Shadowcraft Scabbard, pulling out a rapier made of shadows and rushes to defend his ally, only for his rapier to falter in the light. After saying the shadows and finding no others, the Fighter places his hand on the Wizards chest, causing his wounds to heal as the Wizard in enshrouded in the golden light of the Fighter.
As a Light-Binder Fighter, you have the ability to absorb the light from around you into yourself to power yourself in a myriad of ways, each with its own effects and drawbacks. When you take this subclass, gain a reservoir of light charges that is available for use when in sunlight. This reservoir is equal to your Constitution Modifier. The reservoir recharges one light charge every minute. When you use all light charges, you cannot regain charges until you take a short rest.
Light -Binding Abilities And Spellcasting
When you take this archetype at level 3, you gain the ability to absorb natural [Non-magical] light in a 10 foot radius. You regain all charges over a long rest or your Proficiency modifier on a short rest. The number of charges you have is equal to your Fighter Level. Your level three Light-Binding abilities available will be equal to your proficiency level. At seventh level, you have access to one Advanced Light Binder Ability and gain one more at levels 11 and 15. You can change these abilities at the end of a long rest.
When you use a Light charge, the chosen effect lasts for one minute unless specified otherwise or dropped and can target yourself or one other creature. Each ability is done as a bonus action unless otherwise specified. When you take damage you make a Concentration check, however the feat War Caster does not have an effect on your Light-Binding abilities. If you are concentrating on a spell and go to use a Light Binder ability, the concentrated spell drops.
Innate Light-Binding Abilities (Passive)
- Light's Strength: If you are in sunlight all of your attacks are considered magical. This ability also extends to your Constitution Modifier of allies when in Direct sunlight in a 10 foot radius
- Weapon Storage: You can turn your weapons, shields and armor into light can carry it within you. These weapons are weightless as light.Calling Weapons and Shields is an Object Interaction while Armor is a Bonus Action.
- Thoughts of Light: You are proficient in Intelligence Saving throws.
Light-Binding abilities (Non-stacking)
-Enhance Sight (1 charge): Gain advantage on Perception checks involving sight
-Enhance Touch (1 charge): Gain advantage on Perception Checks involving Touch
-Enhance Ability (1 charge Reaction): You add your Constitution modifier to a single stats saving throw of your choice.
-Illuminate (1charge, Action): You or a willing creature you touch sheds bright light in a 30 foot radius and dim light in a 10 foot radius past that. This light is considered sunlight for purposes of Light's Strength.
-Create Food (1 charge): You can create enough food to cover one meal ration.
-Eye Beam (1 charge, Action): You emit a small beam of light from your eyes. It is considered a magical ranged spell attack dealing 1d10 Raidiant damage on a successful hit. The range will be based on line of sight, with disadvantage past 120 ft.
-Enhance Voice (1 charge, Action): You cast the spell Thaumaturgy to increase the sound of your voice. This gives advantage to intimidation checks with your voice.
-Light Bind (1 charge): You siphon the light light from the area in the radius specified in Light's Strength. If there is a torch, lantern, or other source of natural (non-magical) light the area considered bright light is now dim.
-Light's Bulb (1 charge, Reaction): When you are hit by a melee attack, you can use your reaction to cancel the damage of said attack by 1d10+Constitution modifier+Fighter Level. If the total damage cancelled is lower than the damage received, this does nothing. This reaction MUST be called after the hit but before damage is rolled.
-Light Clue (1 charge): You gain advantage on Investigation checks while outdoors in sunlight.
Light Binding Abilities (Advanced, Requires Level 7)
-Enhance Weapon (1 charge): You imbue your light into your or an allies weapon creating a 10 foot dim light. The weapon is a +1 magic weapon
-Light Speed (1+ charge(s)): For every charge you put into speed you double your movement speed for one round with the number of rounds equal to number of charges spent. If used with multiple charges at once, once this effect ends you must take one round to rest and catch your breath.
-Enhance Self (2 charges): You gain advantage on initiative.
-Heal (1+ charge(s) 1 Action): You can cast the spell Cure Wounds at a level equal to the number of charges used using you Constitution modifier. If you use all charges you cannot use this ability until you finish a long rest.
-Helios Blast (2 Charges): You can cast the spell Moonbeam at second level.
-Mass Increase (2 charges Reaction): You can increase your weight granting you advantage on checks and saving throws against being pushed or pulled and disadvantage against saves and checks against being knocked prone.
Spell Casting
When taking the subclass at 3rd level, you use the spell casting of an equally leveled Eldritch Knight.
Improved Light-Binding Abilities
You have access to the Advanced Light-Binding abilities listed before. Your attacks are now considered Magical even when in darkness. The radius of Light's Strength is increased to 15 ft.
Internal Light
When you reach this level you have learned how to focus on your Light-Binding abilities. You can see the light in every Humanoid creature giving you an idea of where they are in a 60 ft. radius You can see through materials less than 3 feet of wood, 1 foot of stone, 1 inch of metal, or a thin sheet of lead. The light you see is a small orb of variable size. Good creatures give off a brighter light than neutral or evil creatures. If you make an attack using only the light of a creature you can see, you have disadvantage on attack rolls against that creature.
Basic Light Mastery
At this level you gain the following Light-Binding abilities;
Innate Upgrades
Light's Strength radius is increased to 20 feet.
-Improved Enhancements (1 charge): For your Enhance Sight and Enhance Touch abilities you add your Constitution modifier to the checks.
Choose 1: you can reselect on a level up
-Shooting Star (3 charges): You cast the spell Fly on yourself.
-Solar Blast (6 Charges): You can cast the spell Sunbeam.
-Holy Light! (4 charges): Any creature that begins or ends their turn in your radius gains 1d8 HP. At the start of your turn you gain 2d8 HP.
-Deus Lux! (4 charges): Any creature than begins or ends their turn in your radius, you can choose if the take 1d10 radiant damage.
-Hard Light (5 charges): Your Ac is increased by 3 for the duration. Additionally, you gain resistance to non-magical Bludgeoning, Piercing, and Slashing damage if you are not resistant already.
Light Mastery
At this level, you have mastered how to use you Light-Binding abilities. If you start combat with no Light Charges and no Light-Binding abilities active, you regain half proficiency rounded down Light Charges. And you can take a second Basic Light Mastery Skill.
You have learned how to use the Final Light ability.
-When you have failed three death saves, all creatures within a 30 foot radius must make a dexterity saving throw or take 12d6 Radiant damage on a failed save or half as much on a success. When this is done your body is turned into dust.
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