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) A longsword or (b) a longbow and 20 arrows

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

Leather armor and one martial weapon. 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.

Harbinger of Light The overwhelming radiance of your life-force cannot be contained within your body. You shed bright light in 10-foot radius from you, and dim light in 10-foot radius beyond that. You can toggle the light from yourself on or off as a bonus action. 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. 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. Table: The Lightbearer Level Proficiency Bonus Features Hyperlight

Dice Die

Size 1st +2 Lightbearer Archetype, Harbinger of Light ─ ─ 2nd +2 Hyperlight, Lightbearer Archetype feature 2 d6 3rd +2 Blinding Light 2 d6 4th +2 Ability Score Improvement, Hyperlight improvement 1 2 d6 5th +3 Extra Attack 3 d8 6th +3 Lightbearer Archetype feature 3 d8 7th +3 Warding Light, Athletic Enhancement 3 d8 8th +3 Ability Score Improvement, Hyperlight improvement 2 3 d8 9th +4 Harbinger of Light Improvement 4 d8 10th +4 Lightbearer Archetype 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 Archetype feature, Hyperlight improvement 3 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 Symbol of Light 6 d12

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 stance ends. The Hyperlight state lasts for 2 minutes or until you fall unconscious. Upon ending the state voluntarily more than 3 times per long rest the user gains one level of exaustion. If the user falls unconscious while in the hyperlight state or allows the state to end involuntarily the user gains one level of exaustion. 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 hit a creature with an unarmed strike or a melee weapon attack, you can expend a number of Hyperlight dice to deal extra radiant damage with the attack equal to the dice roll. Healing Light As a bonus action, you can expend a number of Hyperlight dice to restore hit points of one creature 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 the light in a way that dazzles and temporarily blinds the enemies. Once on each of your turn when you deal radiant 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. Hyperlight improvement When you reach 4th level, hyperlight grants DR against nonmagical bludgeoning, piercing, and slashing damage. Starting at level 8, the damage dealt to you by a single hyperlight die can be nullified 3 times per long rest. Stariting at level 14, the amount of times you can nullify hyperlight die damage increases from 3 to 5. 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. 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. Improved Shining Strike When you reach 11th level, you can channel your light into your weapon attacks even when you are not in the Hyperlight state. When you hit a creature with an unarmed strike or a melee weapon attack, you can deal an extra radiant damage with the attack. The extra damage equals the roll of one Hyperlight die. If you do so, you take radiant damage equal to the radiant damage you dealt. This damage ignores your resistance and immunity, but does not reduce you to below 1 hit point. 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. 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. Symbol Of Light When you reach 20th level, you are a bastion of light and a sign of hope, even in the darkest of hours. You no longer suffer exhaustion when the Hyperlight state ends. Additionally, while in the hyperlight state, allies within the bright light of your harbinger of light feature cannot be frightened and deal additional radiant damage equal to your charisma modifier whenever they attack an enemy within the bright or dim light of harbinger of light.

Lightbearer Archetypes Here are three archetypes for the Lightbearer class: Striking Light, Guarding Light, and Rending Light. Striking Light Striking Light uses unarmed strikes. Pugilist When you choose this archetype at 1st level, 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. Surging Strike At 2nd level, when you take the Attack action on your turn while in the Hyperlight state, you can expend a Hyperlight dice to make two unarmed strikes as a bonus action. If you do so, immediately before you make the first unarmed strike from this feature, you take radiant damage equal to the Hyperlight die roll. This damage ignores your resistance and immunity, but does not reduce you to below 1 hit point. Staggering Light Starting at 6th level, when you hit a creature with an unarmed strike while in the Hyperlight state, you can expend one Hyperlight die to force the target to make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature becomes stunned until the start of your next turn. If you do so, immediately after the attack, you take radiant damage equal to the Hyperlight die roll. This damage ignores your resistance and immunity, but does not reduce you to below 1 hit point. Hyperlight Surge When you reach 10th level, when you gain Hyperlight dice from your Hyperlight feature, you gain two additional Hyperlight dice. You can use these additional Hyperlight dice only for your Shining Strike or Surging Strike. Hyperlight Lance By 14th level, once on each of your turns when you hit an unarmed strike while in the Hyperlight state, you can expend one Hyperlight die to lower the target's AC by the number equal to the number on the die divided by 2, rounded down (minimum of 1), lasts for one minute. The effect cannot stack if used against the same target multiple times. Guarding Light Guarding Light uses a one handed weapon and a shield. Bonus Proficiencies Starting at 1st level when you choose this archetype, you gain proficiency in heavy armor. Fighting Style Also starting at 1st level, you gain the Protection fighting style. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Shining Safeguard At 2nd level, when a creature within the bright light of your Harbinger of Light is targeted by an attack, you can use a reaction to expend one Hyperlight die to grant a bonus to the target's Armor Class equal to half the Hyperlight die roll. If you do so, immediately after the attack, you take radiant damage equal to the Hyperlight die roll. This damage ignores your resistance and immunity, but does not reduce you to below 1 hit point. Inspiring Light Starting at 6th level, When an ally whithin the bright light of your harbinger of light ability has to make a saving throw or ability check that calls for strength, dexterity, or constitution, you can roll one hyperlight die and add half the number, rounded down, to their total.

Counterlight Starting at 10th level, When you use your shield to impose disadvantage on an attack, if the attack misses you can expend a hyperlight die to make one melee attack against the attacker, adding the number on the die to your roll. Shining Protector By 14th level, you gain an additional reaction per round that can only be used for shining safeguard. Additionally, when an attack that you used the Shining Safeguard misses the target, the target can use its reaction to make a weapon attack against the attacker.

Destructive Light Destructive Light uses two-handed weapons Fighting Style Starting at 1st level, you gain the great weapon fighting fighting style 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. Shining Smash The brute strength of your light is unmatched. Starting at level 2, While in the hyperlight state, your melee attacks with two handed weapons deal extra damage equal to your charisma modifier. Additionally, when you make a melee attack against an enemy that is Large or smaller, you can expend a hyperlight die to force them to make a strength saving throw (DC= 8 + Proficiency + Charisma modifier). On a failure, the enemy is knocked prone and is stunned until the start of your next turn. On a success, the enemy is knocked prone. Unwavering Light Lightbringers have an uncanny ability to continue the fight even when their bodies are broken. Starting at level 6, When you fall below 0 hitpoints, you can choose to enter the hyperlight state, giving yourself one hitpoint and temporary hitpoints equal to your lightbringer level times your constitution modifer. The temporary hitpoints can be used to use your lightbringer abilities. When you are reduced to 0 hitpoints again or when the hyperlight state ends, you are incapacitated and automatically fail two death saving throws. Once you have done this you cannot do so again until you finish a long rest. Radiant Whirlwind When you reach 10th level, while you are in the Hyperlight state, when you make a melee attack against a creature you can roll a hyperlight die and deal the number on the die + your charisma modifier to any number of enemies in a 10ft circle centered on you. Your weapon must have Two Handed or Versitile to do so. Radiant Cleave When you reach 14th level, when you make a melee attack against a creature you can expend one hyperlight die to cause the weapon's damage do deal max damage instead of rolling. Rending Light Rending Light uses two light weapons and engage in two-weapon combat. Fighting Style Also starting at 1st level, you gain the Two-Weapon Fighting fighting style. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Lightspeed At 2nd level, you can use your light to magnify your speed to a point that the naked eye cannot see. As a bonus action, you can expend a hyperlight die to move a distance equal to or less than your movement instentaniously. Normal creatures cannot see you move and when you stop moving, any creature within 5 feet of you is suprised and you roll advantage against any attack made against them. Immediately after this you take damage equal to half the number on the hyperlight die plus the number of feet you moved divided by 6, rounded down. Ex. Moving 15 feet deals 2 damage + the hyperlight die roll. Radiant Charge Starting at 6th level, when you move at least 20 feet in a straight toward a creature and make a melee attack against it immediately after you move, you can expend a hyperlight die to gain advantage on the attack roll, and you deal extra radiant damage with the attack equal to your Hyperlight die. Burning Light Starting at 10th level, your light can inflict wounds that cannot be easily healed. whenever you deal radiant damage to an enemy with your hyperlight abilities, you can expend one hyperlight die to force them to make a constitution saving throw. Upon a failure the enemy cannot be healed or regenerate for an amount of your turns equal to half the number rolled on the hyperlight die, rounded down(minimum of 1). The DC is equal to 8 + your charisma modifer + your proficiency bonus Fast and Furious By 14th level, when you enter the Hyperlight state, you can take the Dash or Disengage action as a part of the same bonus action. Additionally, whenever you take the Attack action on your turn while in the Hyperlight state, you can make two weapon attacks as a bonus action. You must be engaging in two-weapon fighting to do so.