Green Lantern Corps

The Green Lantern Corps are an intergalactic peacekeeping force created by the Guardians of the Universe. Every Green Lantern is selected by the strength of their willpower and given a power ring that creates energy constructs controlled by will. They patrol alls ectors of the known universe. Their home planet is Oa, where their Central Power Battery is located. Ion is their representative entity. There are nine different Lantern Corps in total representing different emotions.

Expanded Spell List The Lantern Corps 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. Lantern Corps Expanded Spells Spell Level Spells 1st shield, shield of faith 2nd earthbind, levitate 3rd water breathing, tongues 4th guardian of faith, otiluke's resilient sphere 5th bigby’s Hand, telekinesis

In Brightest Day At 1st level, your Lantern Corps bestows you the power to create objects out of hard light. As a bonus action, you can create simple light constructs, such as a key or a stepping stool. The constructs are physical and can be no larger than a 5 ft cube. As a bonus action, these objects can be controlled and manipulated by the creator telekinetically and can be moved up to 30 ft on your turn. This object appears translucent and the color of your Lantern Corps. If you were to create something in the shape of a weapon, such as a greatsword, it would function as it’s weapon form in regards to proficiencies, but deal 1d6+Chr force damage. The construct disappears if it moves more than 30 ft away from the creator. The construct has an AC of 8 + your charisma + prof bonus and has hit points equal to your level + prof. It can support up to 100 pounds and 200 at level 5. Maintaining the construct requires concentration.

In Darkest Night At 6th level, your physical willpower begins to fuel your construct attacks. Add half of your Constitution modifier rounded down (minimum 1) on a hits with force damage.

Galactic Insight At 10th level, the knowledge learned through previous Corps members is passed down to you. You gain Expertise in one mental (Int, Wis, Chr) skill of your choice. This feature also allows you to gain an advantage on a single mental check, attack roll, or saving throw once per short or long rest.