The Lightbearer A regiment of soliders, abandoned by their comrades, is left cowering behind enemy lines, waiting as the enemy front advances. When suddenly they are bathed in a soothing, yet inspiring light. They feel invigorated as the bright figure approaches them, standing and drawing their weapons as they prepare to charge down the enemy once again. The radiant figure draws a greatsword, bathed in the same light as their body, as they charge the enemy lines. A party of beaten and bloody adventures lay at the feet of a great villian as he roars a maniachal laugh and prepares to send them to their graves, when one of them erupts into a blinding light, rising against his injuries to continue the fight, knowing that even though he may die, he will give his friends time to escape. A child shivers in the darkness of a burned home, crying as he clutches the body of his mother as she lay dying from her injuries, when suddenly he is cloaked in a bright light, he thinks it to be an angel, a gift from god, until he sees the figure reach out his hand, the light enveloping the woman until her ragged breathing begins to turn to normal and her burns and scars begin to rapidly heal, as the boy turns back to the figure, tears of joy in his eyes, he sees not the bright angel from before, but a exausted looking woman in a set of bright white armor sitting on the ground before him, panting as she attempts to catch her breath. Lightbearers are warriors of great prestige and respect in the majority of the world. They are known as selfless fighters, never jumping into battle for revenge, money, or some other selfish desire. They use the power of their life force to strengthen their weapons, protect and heal allies, and provide a multitude of advantages to those bathed in their invigorating light Blessed From Birth Lightbearers are not warriors created or trained, utilizing one's light is a gift one recieves from birth, as such the common person cannot become a Lightbearer. Lightbearers are warriors who use theif life force, their Light, to perform a variety of miraculous feats, such as bolstering an ally's armor or scarring enemies with wounds that cannot be healed. The Order of the Lightbearers are an independant organization dedicated to teaching aspiring Lightbearers​ to use their light to protect others and bring peace and prosperity wherever their light shines. They are often generals or captians in militaries due to their rallying light and ability to inspire even the most terrified of warriors. As a Lightbearer one virtue you will always have with you is the importance of sacrifice for the good of others. light of darkness Not all Lightbearers are warriors of justice and fairness, some stray down a dark path, using the power of their light to enslave and destroy towns and burn their name into the history books with their scarred light. A special regiment of the Lightbearers, The Dawnblades, are tasked with hunting these wicked Lightbearers and making sure their life force cannot be used to harm ever again. Creating a Lightbearer Being a Lightbearers requires a few things of a character. First in their backstory you must have an event that led to you discovering your abilities. Maybe you got into a scuffle with a gang and awakened your power out of necessity. Maybe you spent years studying the Lightbearers and decided to see if you had been blessed with the power of light. Additionally you have to decide how you want to use your light. Do you use it to be a beacon that helps others and defends the poor and defenseless when no one else will? Or did you choose a path of power, using your light to become a fierce warrior that is hearlded in legend for centuries to come? Maybe you chose to use your light to harm others, using your power as a force to make people do your bidding. Quick build To quickly build a Lightbearer, follow these suggestions. Your highest stat should be your constitution since you rely on a large pool of HP to use your Lightbearer abilities. Your next highest should be your charisma or your dexterity/strength so that you can use your abilities/weapons more effectively. Second, choose the Soldier background. Class Features As a Lightbearer, you gain the following class features. Hit Points Hit Dice: 1d10 per Lightbearer level

1d10 per Lightbearer level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Lightbearer level after 1st Proficiencies Armor: Light and Medium Armor

Light and Medium Armor Weapons: All martial and simple weapons

All martial and simple weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Athletics, Intimidate, History, Insight, Medicine, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two handaxes or (b) five darts

(a) an explorer's pack or (b) a dungeoneer's pack

(a) Leather armor or (b) a chain shirt and one martial weapon.

Harbinger of Light The overwhelming radiance of your life-force cannot be contained within your body. You shed bright light in a 10ft radius around you, and dim light in a 10ft radius beyond that. You can toggle this light on and off as a bonus action on your turn. Additionally, you can use a bonus action create a beacon of light in an unoccupied space you can see within 30 feet of you. The beacon shines bright light in 10-foot radius and dim light in 10-foot radius beyond that. You can use a bonus action to move the beacon up to 30 feet, but no more than 60 feet away from you. The beacon lasts for 1 minute or until you dismiss it with a bonus action. When you reach 9th level, the radius of bright light and dim light from yourself increases to 30 feet. Fighting Style Starting at 1st level, You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Pugilist Your unarmed strike deals 1d4 damage. Additionally, when you take the Attack action on your turn, you can use a bonus action to make one unarmed strike. Starting at 8th level, your unarmed strike deals 1d6, and at 14th level, they deal 1d8. Lightbearer Archetype Choose one of the archetype: Striking Light, Defending Light, Rending Light, and Destructive Light. Your choice grants you features at 1st level, and again at 2nd, 6th, 10th, and 14th level. Hyperlight At 2nd level, you can channel your very life force to perform a variety of superhuman feats. As a bonus action, you can enter the Hyperlight state. While you are in the Hyperlight state, you always shine light from your Harbinger of Light, and you cannot toggle the light off. During this time you also have resistence against bludgeoining piercing and slashing damage, but because your life force is continuously flowing out of you it disrupts any magical healing, causing its effectiveness to be halved When you first enter the Hyperlight state, or at the start of each of your turn while you are in the Hyperlight state, you gain a number of Hyperlight dice, which can be expended to use your Hyperlight features. The number and size of your Hyperlight dice is determined by your Lightbearer level, as stated in the Hyperlight Dice and Die Size columns of the Lightbearer table. You lose all unused Hyperlight dice when when you gain new Hyperlight dice or the Hyperlight state ends. Table: The Lightbearer Level Proficiency Bonus Features Hyperlight

Dice Die

Size 1st +2 Harbinger of Light, Fighting Style ─ ─ 2nd +2 Hyperlight, Lightbearer Radiance, 2 d6 3rd +2 Blinding Light 2 d6 4th +2 Ability Score Improvement 2 d6 5th +3 Extra Attack 3 d8 6th +3 Radiance feature 3 d8 7th +3 Warding Light, Athletic Enhancement 3 d8 8th +3 Ability Score Improvement 3 d8 9th +4 Harbinger of Light Improvement 4 d8 10th +4 Radiance feature 4 d8 11th +4 Improved Shining Strike 4 d10 12th +4 Ability Score Improvement 4 d10 13th +5 Extra Attack (2) 5 d10 14th +5 Lightbearer Radiance feature 5 d10 15th +5 Brilliant Body 5 d10 16th +5 Ability Score Improvement 5 d10 17th +6 ─ 6 d12 18th +6 ─ 6 d12 19th +6 Ability Score Improvement 6 d12 20th +6 Full Power Hyperlight 6 d12

The hyperlight state lasts for 1 minute, until you reach one hitpoint, or fall unconscious. You can use this ability at least 3 times, but for the 4th time and beyond you gain one level of exhaustion. At 2nd level, you know three Hyperlight features: Shining Strike, Healing Light, and one determined by your Hyperlight Archetype. You learn more Hyperlight features as you gain lightbringer levels. Anytime you use a hyperlight die for any hyperlight ability you take damage equal to half the damage on the hyperlight die unless specified otherwise. This damage cannot be reduced in any way and cannot reduce you to below 1 hitpoint. Shining Strike When you make an unarmed stike or a melee weapon attack, you may expend a number of hyperlight dice to deal additonal force damage equal to the roll. Healing Light As a bonus action, you can expend a number of Hyperlight dice to restore hit points of one creature other than yourself and other than a construct or undead within the bright light from your Harbinger of Light feature. The target creature regains hit points equal to the dice roll plus your Charisma modifier. Blinding Light At 3rd level, you can control your light in a way that dazzles and temporarily blinds the enemies. Once on each of your turns when you deal force damage with any of your Hyperlight feature to a hostile creature within the bright light from your Harbinger of Light feature, you force the target to make a Constitution saving throw. The save DC equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target becomes blinded until the start of your next turn. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 with this feature. Extra Attack By 5th level, you can attack twice, instead of once, whenever you use the Attack action on your turn. By 13th level, you can attack 3 times instead of 2, but only while you are in the hyperlight state. Warding Light At 7th level, your light provides protection to your allies. Friendly creatures within the bright light from your Harbinger of Light gains a bonus to its Armor Class equal to half your Charisma modifier, rounded down (minimum of +1). While you are in the Hyperlight state, you also gain this benefit, but only when you are not wearing heavy armor. Athletic Enhancement Starting at 7th level, you can channel your light to greatly enhance your physical abilities. While you are in the hyperlight state, when you make an ability check or saving throw that calls for strength, dexterity, or constitution, you can roll one hyperlight die and add that number to your total. Immediately before the save is made you take damage equal to the die roll. Improved Shining Strike When you reach 11th level, you have learned to channel small amounts of your light into all of your melee weapon attacks. Your melee weapon attacks deal one hyperlight die of force damage. You do not need to be in the hyperlight state to gain this benefit. You still take damage from this use of a hyperlight die. Brilliant Body By 15th level, the light inside of your body is so powerful that it purges most bodily harm. You gain resistance against necrotic and radiant damage, become immune to disease and poison, and your hit point maximum cannot be decreased except by your own abilities. Additionally, while you are in the Hyperlight state, you ignore the penalty of exhaustion, although you still die when you have six levels of exhaustion.

Full Power Hyperlight When you reach 20th level, you have mastered your hyperlight state and can use it without tiring yourself out. You no longer suffer exhaustion when the Hyperlight state ends. Additionally, when you enter the hyperlight state, you can choose to push your body to its physical limits, drawing out all your light. For one minute, you gain the following benefits, in addition to those granted by your normal hyperlight features. On your turn when you generate hyperlight dice, you generate 2 more dice.

You gain immunity to nonmagical bludgeoning, piercing and slashing damage, as well as radiant, necrotic and poison damage. You also gain resistence to magical bludgeoning piercing and slashing damage.

Your movement speed increases by 10ft

Anytime you would roll one or more dice for your hyperlight features, treat the roll as a maximum roll You cannot end this state early voluntarily. When the state ends, make a con save and refer to the table below. If the state ends early due to you being reduced to 0 hitpoints, make this save with disadvantage. Effect Save Effect 1 natural Death 2-10 Incapacitated with 5 levels of exaustion 11-15 Incapacitated with 4 levels of exaustion 16-20 3 Levels of exhaustion 21-25 2 Levels of exhaustion 26-30 1 Level of exhaustion Natural 20 No levels of exhaustion A character killed by this, either by the natural 1 or being put over 6 levels of exaustion by it cannot be revived except by a wish spell, due to their soul being consumed entirely by the hyperlight state. Once you have entered this state, you cannot do so again until you finish a long rest, and have no levels of exhaustion.

Destructive Radiance To use everything at one's disposal to defeat their enemies is to follow the path of destructive radiance. These Lightbearers place their existence on the line, hoping their enemies fall before they do, and accepting the concequences should they fail. Lightbearers of this path glow a bright, fiery orange, bearing the flames of their soul on their shoulders as they face the enemies of humanity. Blaze of Glory Starting at 2nd level, your light exhudes a presence of bravery and determination. Creatures within the bright light of your harbinger of light feature have advantage on saving throws against being frightened. Additionally, at the start of your turn, you can expend one hyperlight die to give yourself a bonus to damage rolls equal to half the number rolled, rounded down. This bonus lasts until the start of your next turn. Starlit Strikes Starting at 6th level, you learn to channel your life force into every single one of your blows. While in the hyperlight state, you gain a bonus to damage rolls equal to half your charisma modifier, rounded down (minimum of one). Additionally, your light invades the wounds of your enemies and makes it impossible to close them. Creatures that take force damage from any of your Lightbearer abilities cannot regain hitpoints or be stabilized until the end of their next turn. End of the Line Starting at 10th level, you pour your light into your weapons in dire circumstances, turning the tide of battle through sheer power. As a bonus action while in the hyperlight state, you can halve your hitpoint maximum and current hitpoints. If you do so, you deal additional force damage equal to half your level until the hyperlight state ends. Your hitpoint maximum returns to normal when you finish a long rest. Once you have used this feature, you cannot use it again until you finish a long rest. Unwavering Radiance Starting at 14th level, your light burns even as your physical body begins to die. When you are reduced to 0 hitpoints, you can use your reaction to instantly regain hitpoints equal to your level times your charisma modifier (minimum of one). If you do so, you gain one level of exhaustion and cannot use this feature again until you finish a short or long rest. Soothing Radiance Lightbearers who ascribe to this archetype are capable medics, and are able to efficiently channel their light into the wounds of their allies and prevent harm in the first place. To stand within their sky blue light is to feel safety and protection, even in the heat of battle. Soothing Gleam Your allies' wounds heal with exceptional speed within the bright light of your harbinger of light feature. When a creature rolls one or more dice to restore hitpoints to a creature in that area, they regain an additional hitpoint for each die rolled. While you are in the hyperlight state, this additional healing doubles. Surge of Life Starting at 6th level, you can instantly invigorate a creature you touch, allowing them to fight on. As an action you may touch a willing creature that is at 0 hitpoints. They instantly regain hitpoints equal to 1d10 + your charisma modifier. Additionally, if the creature is reduced to 0 hitpoints again within the next minute, but not killed outright, they fall to 1 hitpoint instead and the effect ends. Once you have used this feature, you cannot do so again until you finish a short or long rest. Continuous Regeneration Starting at 10th level, you can plant a portion of your life into your ally, causing their wounds to constantly heal. As an action, you may halve your hitpoint maximum and current hitpoints and touch a willing creature. For the next minute, that creature regains hitpoints equal to your level at the start of each of their turns so long as they have at least one hitpoint. The creature loses this benefit if you fall unconcious or die. Hitpoint maximum lost by this feature is restored when you finish a long rest. Once you have used this ability, you cannot do so again until you finish a long rest. Final Gambit Starting at 14th level, you gain the ability to pass the spark of life onto an ally, entrusting them to finish the battle. As an action, you reduce yourself to 0 hitpoints, and one ally within 30ft of you instantly regains hitpoints equal to five times the hitpoints you lost. You fall unconcious, but remain stable unless you take damage. Once you have used this ability, you cannot do so again until you finish a long rest.