The pact of luxin allows the warlock to phsyically manifest and shape light into solid tools, weapons, and armor. The new invocations are all limited to a warlock who either has the Plane of Positive Energy as a patron, or the Pact of Luxin as their pact, or both. The Lantern Archon is a new familiar option for the Pact of the Chain , which does not explicitly require the Plane of Positive Energy as a patron, but which is definitely well suited to such warlocks.*

While the patron and pact presented here work together seamlessly (at least, that is the intent), either can be taken and blended with the existing warlock options, without any known imbalances. The patron of positive energy is a bit of a departure from the typical patrons which are all unique/individual entities. This patron is an entire plane of existence. The plane of positive energy, of course. The warlock has somehow become a conduit for the energies of that plane, and has been influenced by its overwhelming power; his goal is to bring light into the darkness - which is a goal that can be interpreted in any one (or more)* of dozens of ways.

The Plane of Positive Energy

Your patron is not a specific entity, but the energy that radiates from the plane of positive energy. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more and you would likely be instantly incinerated by its energy. Your relationship to the plane of positive energy allows you to summon forth and control the radiant energy in its raw form, energy which can be used to heal or harm.

This patron is a revamped variant of the Undying Light patron, which is fairly universally considered to be overpowered - especially if used in conjunction with other classes with access to fire and radiant damage. Hopefully you will find this variant to be far more balanced!

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 plane of positive energy.

Plane of Positive Energy Flaws

d6 Flaw 1 You are afraid of the dark, and must always have a light source at hand. 2 You have a nervous compulsion to keep a bright light in even the barest shadow. 3 You have a compulsion to enter and illuminate dark areas. 4 You have an overwhelming hatred of undead creatures, and will seek them out to destroy them. 5 You fidget and are extremely irritable when you can’t see the sun. 6 In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.

Contact with the plane of positive energy causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.

Expanded Spell List

The Plane of Positive Energy 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.

Plane of Positive Energy Expanded Spells

Spell Level Spells Cantrip Light, Sacred Flame 1st Healing Word, Guiding Bolt 2nd Flame Blade, Lesser Restoration 3rd Beacon of Hope, Daylight 4th Aura of Life, Guardian of Faith 5th Greater Restoration, Wall of Force

A Light Amongst the Darkness

At 1st level, you gain the ability to bring light to the dark places. As an action, you summon forth a radiant glow from within, and cast it forth. One object or creature of your choice within 60 feet of you that you can see is outlined in light.

An unwilling creature can attempt a Dexterity saving throw to avoid this effect. Until the end of your next turn, an affected object or creature sheds bright light in a 30 foot radius, and dim light for an additional 30 feet. Any attack roll against an affected creature or object has advantage, and the affected creature or object can't benefit from being invisible.

Additionally, any magical darkness within the bright light (when you call the light forth) that was created by a spell or effect whose level is no higher than your warlock level is dispelled.

Once you have used this ability, you must complete a short rest or a long rest before you can use it again.

Searing Vengeance

Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries.

When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you can regain hit points by rolling up to all of your total hit dice (if available) plus your Charisma modifier.

All hostile creatures within 30 feet of you must succeed on a Constitution saving throw (vs your Spell Saving Throw DC) or take 10 + your Charisma modifier radiant damage and be blinded until the end of your next turn.

Creatures that succeed on the saving throw take one half damage and are not blinded. If its saving throw result is 5 or lower, the creature falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

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

Radiant Resilience

Starting at 10th level, you have resistance to necrotic damage, and whenever a creature deals necrotic damage to you, that creature takes the same amount of damage that you took, but as radiant damage rather than necrotic.

Healing Flames

At 14th level, you gain the ability to channel positive energy to heal yourself and other creatures. As an action, you can touch a creature and bathe it in a cleansing fire that restores health and destroys darkness. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice).

You have a total pool of six-sided dice equal to your warlock level, which you can expend in this manner. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest.