A fully developed class with unique mechanics introducing Astralics, and seven complete archetypes for use with the 5th edition of the world's greatest roleplaying game

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos and trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for the Dungeon Masters Guild. All other original text in this work is copyright 2018 by Mitchell Martin and publshed under the Community Content Agreement for Dungeon Masters Guild. The Luminary - Version 5.0 1

Luminary An elf with her face hidden from view stands to meet a gnollish calvary. They gallop upon their demonic steeds, screeching out shrill screams and war chants. Without fear or hesitation she rallys her sword and charges, her body glowing a brilliant crimson until a giant red lion bears it's fangs in her place. Hot and starving, dressed in rags, and unarmed in the face of a death knight a young man takes a moment to calm his mind. To the death knights confusions he performs a gaceful dance. He dashes foreward, body eminating a bright white light as he thurts his newly formed sword deep into his foe. A giant once terrorized a local bridge, devouring all those who crossed. A knight, whose helm sported a dragon motif rode out to face him deep into the night. He scoffed at this small man, and with a cacophonous laugh he threw down his mighty fist only to have it recieved by the outline of a glowing dragon. Whether by happenstance, choice, or the intervention of fate, all Luminarys are marked by the stars. It is their unwavering, steadfast determination in the face of danger that fuels their world shaping spirits. Starbound Destiny of Balence 2

Quick Build You can make a Luminary quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Make wisdom Wisdom your second highest. Last, choose the ____ Background. _ _ - - Creating a Lumiary As you go about building your Luminary remember to think about how your character feels about their . What do the stars will them to do? Did they seek out these powers of this bond of their own free will? To right a great wrong, were they unable to defend a loved one? Was this bond a surprize to them? What was their life like before the bonding? How did they discover their emotion bound abilities? These questions and more are important to the nature of a Luminary, and why they do what they do. _ _ The Luminary Level Proficiency Bonus Features Meta-State Uses Astral Arts Astral Gifts Mega-State Uses 1st +2 Astralics, Meta-State, Esoteric Archetype feature 2 2 1 - 2nd +2 Fighting Style, Empathic Awareness 3 2 1 - 3rd +2 Elocution 3 3 1 - 4th +2 Ability Score Improvement, Esoteric Archetype feature 3 3 1 - 5th +3 Mega-State 3 4 2 1 6th +3 Ability Score Improvement 4 4 2 1 7th +3 Metaphysical Enhancement, Esoteric Archetype feature 4 5 2 1 8th +3 Ability Score Improvement 4 5 2 1 9th +4 4 6 3 1 10th +4 Abstract Thought, Kaiju Ability 4 6 3 2 11th +4 Esoteric Archetype feature 5 7 3 2 12th +4 Harmoonious Ally, Ability Score Improvement 5 7 3 2 13th +5 5 8 4 2 14th +5 Gifted Spirit, Ability Score Improvement 5 8 4 2 15th +5 Esoteric Archetype feature 5 9 4 3 16th +5 Ability Score Improvement, 6 9 4 3 17th +6 6 10 5 3 18th +6 Esoteric Archetype feature 6 10 5 3 19th +6 Ability Score Improvement 6 11 5 3 20th +6 Deicide 6 11 5 3 3

Class Features As a Luminary, you gain the following class features hit points Hit Points: 1d10 per Maverick Level

Hit Points at 1st Level: 10 + your Constitutionm modifier Hit Points at Higher Levels: 1d10 (or6) + your Constitution modifier per Luminary level afrter 1st proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, mertial weapons Tool: None Saving Throws: Wisdom, Constitution. Skills: Choose two skills from, Acrobatics, Athletics, Investigation, Insight, Perception, and Survival. Euipment You start with the following equipment, in addition to the equipment granted by your background: (a) any martial weapon or (b) any two simple weapons

(a) studed leather armor or (b) breast plate armor

an dungeoneers pack

Astral Focus Astralics Drawn from the infinite potential of souls, Astralics are a rare and strange power. Astralics are unique in the sense that they are not a form of magical manipulation, or psionic ability, but a manipulation of of causality and spcae. They stem from the iherant imbalence free will, or, emotions, create. object move aimlessly through space, but thinking things, or things with souls, can create a desired aim. This denial of the natural order of cause and effect give rise to astral energy which is manipulated only by the soul. Those who weild astral energy through their souls are called Luminarys, who dedicate themselves to the balence of the world. They do this by channeling their emotions and their will, warping their soul to reflect their truest self, which normally reflects the shap of a creature, to harness astral energy and manipulate the physical world around them. To keep balence within the universe many effects of astral energy cause equal drawbacks. These incarnations of will are known as Astral Arts and Astral Gifts, and are channeled through an object called an Astral Focus. Astral Gifts Astral gifts are unique aspects of your spirit manifested in your form. At 1st level you know one Astral Gift of your choice that is not Esoteric specific. This cannot be changed and you are unable to aquire new gifts outside your Esoteric Blessing. The Astral Gifts column of the Luminary table shows the total number of gifts you know at eah level; When that number goes up for you, choose a new gift. Astral Arts Astral Arts are born from a Luminary's will to change their world. They allow you to command your spirit to change the enviroment to your design. At 1st level you know two astral arts of your choice. You learn additional gifts at higher levels. The Astral Arts column of the Luminary table show the total number of gifts you know at each level; When that number goes up for you, choose a new Art. In addition, whenever you gain a level in this class, you can replace one art you know with a different one of your choice. Astral Focus In order to effectively use your abilities you must embue one one small object of your choice, often a gold coin, belt, bracelet or other small acessory, with the astral energy. This is your Astral Focus. When you do this you must also choose a set of Light or Medium armor, as well as up to 2 weapons, all of witch you must be proficient with, to imbue with your spiritual connection. After this ritual you must take a long rest to realign with your bonded spirt before you can activate your powers. You may re-perform your astral bonding ritual at any time to change objects, armor, or weapons associated with it. Meta State At 1st level your soul flairs with malluable energy, taking a shape alien to your physical form and you are able to perform a ritual as a special action that draws on the power of your fate altering powers, coating you in astral energy. This is called the Meta State. To do this, you must take an action to perform a small ritual movement unique to you, usually consisting of elaborate arm movementes, sometimes posing, and sometimes small phases while wearing your astral focus. Your soul eminantes from your body, warping your bonded weapons and armor, to superficially reflect your truest self (a creature or thing of your choice), most often hiding your face, and your astral focus molds into your armor. If you were not already wearing your armor or holding your weapon(s), they are instantly teleported to you, provided that they are on the same plane of existance. While in this form you gain access to a certain number of Astral Arts you know equivalent to your proficiency bonus, and you may only access them for 10 minutees. The number of times you can do this per long rest depends on your level and is detailed in the Luminary class table. You are also able to regain one use of Meta State after a short rest daily. You are unable to use this short rest to raise the number of meta-state uses you have past your max number. If you attempt to perform the Meta State action before your uses are replenished, then your armor and weapons will still transform superficially. However you will gain no access to your Astral Arts, and you must be wearing your weapons and armor for them to transform. Esoteric Aspiration At 1st level you dedicate your soul is blessed by the stars with Astral Power. These blessings are yours to use, whether to defend those around, or conquer them. 4

You can choose Jupitar, Luna, Mars, Mercury, Saturn, Sol, or Venus. The aspect you choose grants you features at 1st, and again at 4th, 7th, 11th, 15th, and 18th level. In addition to its features, you also gain access to a pool of Blessing specific Astral Gifts. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. 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. Defense While you are wearing armor, you gain a +1 bonus to AC. Empathic awareness At 2nd level you become more in tune with your astral senses making you empathic. Any time you are interacting with a creature you are able to sense its emotions. This can allow you to sense guilt or pride from liars and swindlers, be able to pick up on hostile intent, or a belief of genuinity. You also become proficient in Wisdom(Insight) checks. If you were already proficicent in Wisdom(Insight) checks, then you become double proficicent. You may also flair your senses to give you advantage om your next Wisdom(Insight) check, and must complete a long rest before you may do so again. Elocution At 3rd Level you gain the ability to harness your spirit vocally and project your will to others. You may now take the help action as a bonus action, and have an increased range, allowing any one target who can hear it to recieve its benefits. This feature cannot be used if the target is unable to hear you, or you are unable to speak. In the event you are also telepathic, you may use this ability as long as the target can hear your telepathic message. You can use this feature a number of times per day equivalent to your max number of meta state uses. Mega State Begining at 5th level the your soul is able to take physical shape, warping around you in pure astral energy, enhancing your meta state into a grand being, reflecting the nature of your truest self called the Mega State On your turn, you can take an action to enter your megag state, which creates a glowing outline of your soul around you lasting for 1 minute. You can see as if through the eyes of your megas tate, and are almost completley hidden from enemy sight. When in mega state, your projection is 20 feet taller than you, it has its own hit point pool, and it gains access to the mega varients of each astral art. You must be in use of your meta state to activate this ability and If the duration of your mega state would continue past the duration of your meta state, you would remain in your mega state until its duration is complete, leaving you in your normal form. The number of times you may enter the mega stateper day is shown in the Maverick table, and its uses can only be replenished by a long rest or its equivalents. Mega State Level Hit points Uses Per Day 5th Maximum Hit Points x .5 1 10th Maximum Hit Points x .75 2 15th Maximum Hit Points x 1 3 Metaphysical Enhancement Beginning at 7th level, when you are in use of meta-state or mega-state, you can attack twice, instead of once, whenever you take the Attack action on your turn. Abstract Thought At 10th level you open your heart to greater friendships. From now on you are able to form Empathic bonds between you and friendly creatures. The number of creatures you can do this with, is equivalent to your Wisdom Modifier. These bonds allow you and those whom you are bonded with, to feel each others emotions and send mental images to one another. The Clarity of these images depends on the clarity of the senders mind. Whenever an image would be sent, the sender must make a wisdom ability check. At the dms disgretion, this number helps determine the clarity of the image. You are the conduit of this ability, so if you are knocked unconcious, then the entire network will become disconneted until you awaken. This connection does not extend to creatures on other planes of existance. Harmonious Ally At 12th level, your trust in the skills of others causes your potential to increase, bolstering your spirit and summoning extra astral power to your aid. you can give half your proficiency bonus, rounded up, to another willing creature for them to apply to rolls of 1 skill of their choice. This effect lasts for the rest of the day. A creature who has one of these effects upon them is unable to recieve another until the duration of the previous has ended. You may do this for up to 3 allied creatures. 5

Gifted Spirit At 15th level Deicide At 20th Level you master the channeling of emotions to a perfect degree, allowing you to acces a deeper pool of astral abilities. You are now able to use Meta-State and Mega-State, as a bonus action. You are also able to regain 2 uses of Meta-State per 1 chosen short rest. You may treat any Esoteric Aspiration uniqe astral arts as astral gifts. The duration of these abilities are limited to 1 minute, and can only be used 3 times a day. While in Mega-State you may access two of a pool of legendary actions detailed in Astral Arts section. While in Mega-State you may take one legendary action. Only one legendary action can be used at a time and only at the end of another creatures turn. You regain your spent legendary action at the start of your turn. You may change your chosen legendary actions every time you enter the Mega-State. Esoteric Aspirations When the forces of balence and destiny give birth to a Luminary, they give rise to seven paths of power to command the world to their design. This is your Esoteric Aspiration, and At 3rd level you can choose one of the following aspirations to future develop your Luminary as a team member. Jupitar 3rd Level 7th level 11th level Gift Luna 3rd Level 7th level 11th level Gift Mars 3rd Level 7th level 11th level Gift Mercury 3rd Level 7th level 11th level Gift Saturn 3rd Level 7th level 11th level Gift 6

Sol Those of Sol Esoteric Blessing are illuminators of darkness, utalizing the sun's power and energy to streangthen their attacks and perform grand feats of heroism. You also gain access to Sol's unique Astral Gifts; Luxbibe, Luxbender, Luxcelar, Luxintellego, Luxobice, and Luxsana. Lucifer Begining at first level, you gain the blessings of lights and are able to peform a number of wonders Photosynthesis: Instead of eating, you may absorb sunlight instead. You still require water though. Steal: You may steal the light form any light source within 100 feet. The light will return to the object after 1 hour. Illuminate: You may cause bright light of up to 50 feet to shine from a designated target. You may only illuminate a target for up to 1 hour. Bend: You may manipulate light around you to create small effects similar to the spell Thuamaturgy. You may also create small constructs of light no larger than 1 cubic foot. These effects contain no physical attributes and only last up to 1 hour. You may dismiss any effects of Lucifer with a bonus action. Illuminate Veritas Begining at 4th level, the light of your spirit peirces the viel of lies others would shroud you in. Creatures have disadvantage on any checks made against you that are meant to conceal information. This includes Dexterity (Slight of Hand) checks, and Charisma (Deception) checks. This may also include other types of checks or actions at your DMs discretion. Embody Aurora Begining at 7th level, you may use your bend to warp light around your weapons and body. Any attacks you make can be considered radient along with any other damage types they would posses. Any successful attacks you would make deal an additional 1d6 radient damage. You may only apply this buff to a maximum of 2 weapons at a time. You may only use illuminate to bestow this effect a number of times per long rest equivalent to your proficiency bonus. You may dismiss this effect as a bonus action Illuminate infirmitatem Begining at 11th level, you may use your illuminate to target 1 creature of your choice. That creature must succeed on a wisdom saving throw or become illuminated. Any attacks that would deal radient damage against illuminated creatures have advantage. You may only do this a number of times per day equivalent to your proficiency bonus. Shadow Maker Begining at 15th level, you may use your steal to target 1 creature of your choice. The target must succeed on a wisdom saving throw or become blinded for a number of turns equivalent to your wisdom modifiier. While you are in your Meta-State creatures suffering from blindness from this ability also loose any resistanc to radient damange. While in the Mega-State these creatures also loose any immunity they have towards radient damage. You may only do this a number of times per day equivalent to your proficiency bonus. Sun Breaker Begining at 18th level you gain resistance to radient damage. In addition, if a successful attack would deal radient damage to you, you may use a reaction to reflect that damage back on to the attacker. Venus Cupid Begining at first level and aura of love seems to fill the air about you. You can empower or encumber others with the power of your allure. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Love die, a d4. Allied creatures can roll the die and regain hit points equivalent to the number rolled. Enemy creatures must roll the die and subtract the number rolled to the first attack roll they make against you or any other creature with a Love die. Once the Love die is rolled, it is lost. A creature can have only one Love die at a time, and loose any unused Love die after a long rest. You can use this feature a number of times equal to your wisdom modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Your Love die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level. 4th Level 7th level At 7th level your friendly demeanor fills the hearts of aggresors with regret. As an Action, choose one enemy creature that has a love die. It must make a Wisdom saving throw. If it fails, it becomes Guilty. Creatures under this condition have disadvantage on any Ability Checks, or Attack Rolls made against you and allied creatures for a number of turns equivalent to your wisdom modifier. Creatures under this condition also continue to roll their Love die even after their first attack roll, subtracting the number rolled from damage, rather than attack rolls. 11th level Gift 15th 18th

Astral Gifts Aquaris Casting Time: 1 action When you use this gift, your soul morphs your body to form gills and other aquious traits. You also gain a swim movement speed equal to double your movement speed. You also take no fall damage from falling into water, and gain advantage on Aries Capricorn Cancer Gemini Leo Casting Time: 1 action Duration: 1 hour While using this gift your spirit alters you into a feirce and animalistic shape. You gain advantage on intimidation checks and you grow metalic claws. They are considered light melee weapons with the finesse property and have a 2d3 damage dice. You also grow a long tail up to 3 and a half feet long. It is just as strong as any of your other limbs and may make a 1d4 light melee bludgeoning attack. Libra Ophiuchus Pisces Sagittarius Scorpio Taurus Virgo linguistica Duration: 10 minutes if you encounter any language or set of symboles you do not understand, you may roll 1 d20 and add your wisdom modifier to attempt to comprehend it. If you roll a 13 or above, you gain a rudamentery understanding. if you roll 16 or above, then you fully comprehend what is written or said. Your understanding dissapears after 10 minutes. However, In the event that you roll a 20 when attempting to compehend a language or symbol set, you now know that language completley, however you are only capable of doing this once a day, and cannot use this ability again for the rest of the day. You may use this gift a number of times a day equivalent to your proficieny bonus. Luxbibe Sol Esoteric Aspiration Casting Time: 1 action Range: 20 feet You may take an attack roll to use steal to take light from a target. On a successful attack you may deal 1d4 in necrotic damage to the target, and gain hit points equivalent damage dealt. You may use your wisdom modifier when making this attack A creature that you do this too begins to slowly loose color, becoming pitch black if this ability causes fatal damage. Meta-State: when this ability cuases fatal damage to a target, any hostile creature within a 15 foot radius must succeed on a wisdom saving throw or take 1d4 radient damage. Mega-State: Hostile creatures who faiing their saving throw also become blinded for 1 round. At Higher Levels: You may roll an addition 1d4 at 5th level (2d4), 10th level (3d4) and 15th level (4d4). Luxbender Sol Esoteric Aspiration Casting Time: 1 action You may take an action to bend light aroud you, turning you invisible for up to 1 hour. Anything you are wearing or carrying is invisible as long as it is on your person. To keep this effect up, you must keep up concentration, and you become visible when you make any kind of attack roll. You cannot be seen by any means involving vision, magical or not. But you can be heard, smelled, and felt. Meta-State: This ability can be applied to a number of creautres within a range of 30 feet equivalent to your proficiency bonus You may only do this a number of times per day equivalent to your proficiency bonus. Mega-State: You gain advantage on attack rolls while under the effects of luxbender. Luxintellego Sol Esoteric Aspiration Casting Time: 1 action Duration: 30 minutes You may take an action to bend light into a physical object of your choosing. This object can be equivalent to any simple melee weapon or adventure gear, or other simple object at your DMs discretion. This ability cannot recreate magical effects of potions, enchanced gear, or any other effects outside of the objects base description. Constructs made form this abiltiy disperse into light after 30 minutes and if you go out of 30 feet of the object. You may only create 1 object at a time, and can only have up to 3 constructed at any given time. 7

Meta-State: You may use this ability to create creatures made of light no larger than yourself. These creatures cannot physically interact with the enviroment. Mega-State: You may create constructs of Large creatures. Luxobice Sol Esoteric Aspiration Casting Time: 1 action Duration: 30 minutes You may take an action to bend a 10 foot sphere of radient light around you. You gain a plus 1 to AC against any attacks made against you outside of this sphere. Meta-State: You may instead choose to coat a creature in light, allowing them to gain an addition plus 1 to AC. Luxceler Sol Esoteric Aspiration Casting Time: 1 action Duration: 30 minutes You may take an action to illuminate your body, blending the line between light and physical form, giving you incredible speed. Your movement speed increases by 30 feet. Meta-State: When moving out of a creautres attack range, you do not provoke attacks of oppertunity. Mega-State: Your range for attacks of oppertunity doubles. Luxsana Sol Esoteric Aspiration Casting Time: 1 action Range: Touch You may take an action shine a warm and comforting light from your hands, bathing the wounds of your comrads, illuminating them. This light stabalizes any creature and, at the cost of 1d6 of damage to you, can heal any non-magical conditions the creature is under. Mega-State: An illuminated creature regains 1d4 hit points, however, you take necrotic damage equivalent to the hit points they regained. At Higher Levels: You may roll an addition 1d4 at 5th level (2d4), 10th level (3d4) and 15th level (4d4). Sanctus Sanguis Your blood is strengthened by your astral energy. You gain immunity to all non-magical poisons, toxins, and diseases. You may also use your blood to create antidotes for all poisons, toxins, and diseases. You may do this a number of times a day equal to your Strength modifier. When you do this, you must take 1d10 + you Constitution modifier, off your maximum health. Your maximum hit points

Astral Arts Alter Ego You spirit molds around your body, obsuring it's true appearence, performing all of the same effects as Disguise Self. Your illusion will stand up to scrutiny, convincing even the most dedicated hunters. Mega-State. While you are in the Mega-State you may use this spell to disguise yourself as a creature equal to or smaller than your size. Camoflage Duration: Meta-State You have advantage on Dexterity(Stealth) checks, and you gain advantage on Dexterity saving throws. At Higher Levels. At 10th level as an action, you may also become invisible to any creature outside of a radius of 50 feet. At 15th level you may become invisible to any creature outside of a radius of 30 feet. Counter Bash Duration: Meta State when an attacker that you can see, completes a successful attack against you, you can use your reaction to make a single melee weapon attack against the target. If you took 0 damage from the targets initial attack, then your attack only does half damage. Critical Teammate Duration: Meta-State For the duration of your Meta-state your weapon attacks score critical hit on a roll of 18-20. However, weapon attacks made aghainst you score a critical hit on a roll of 18-20. Elemental Brawler Strike Art Duration: Henshin For the duration of your henshin, you may apply 1 elemental damage type to your attacks of your choice out of Acid, Cold, Fire, Lightning, or Thunder. However you gain vulnerability to the chosen element. At Higher Levels. At 10th and 15th level you may add additional elemental damage types to your attacks. You also gain vulnerability to those chosen elements. At 20th level you may omit 1 damage type vulnerability you have Mega-State. When in the Mega-state your may add additional damage of your chosen elements equivalent to 1d4 at 5th level, 2d4 at 10th, 3d4 at 15th, and 4d4 at 20th. Elemental Breath You can take an action to create a 15-foot cone of that type of 1 elemental damage type of your choice from acid, fire, cold, lightning, or thunder. Creatures in the area must succeed on a dexterity saving throw or take damage accoridng to your level. On a success they only take half damage. Each time you perform this ability you are unable to do so again for 1 round. Level Damage 5th 1d8+1d4 10th 1d10+1d4 15th 1d20 20th 1d20+1d4 Elemental Nullifier Guard Art Casting time: 1 action Duration: Up to 10 minutes At the start of your turn you may take an action to create a spheare of 15 feet around you, that nullifys 1 elemental damage type of your choice out of Acid, Cold, Fire, Lightning, or Thunder. However, while this field is in effect you gain vulnerability to the nullified damage type, and are unprotected by the field. You must keep concentration in order for the field to remain in effect. If somethig were to break your concentration, you must roll against a DC of 14. You may dismiss this field as a bonus action At Higher Levels. At level 10th level the radius of this field can be extended to 20 feet, at 15th level you may extend it to 30 feet, and at 20th level you may extend it to 40 feet. Evasive Casting Time: 1 action You take an action to enter a evasive stance. You gain all the effects of the dodge action until you end this effect as an action. You also gain advantage on acrobatics checks. While in this stance you are not allowed to make any attacks. Gravity Warp For the Duration of your Meta-State, you are now able to walk along surfaces reguardless of their orientation as if they were the ground beneath your feet. This includes being able to stand upside down on ceilings. This abiity keeps any food, clothes, or any other items you are carrying from falling from your bags. If any item should be knocked away from you, gravity will apply itself normally to the object. Hyper Sight Utility Effect Duration: Meta state if you do not already have them, then you gain Dark vision, advantage on perception checks, and are able to see invisible creatures. You can also see through magical illusions. Inspirational Rhetoric Casting Time: 1 action Range: 30 feet Whenever a party member is under the effect or any magical charm you may attempt a Charisma check to break them from it. Any creature who has been broken free of a charm effect by this ability gains immunity to charm effects for a number of days equivalent to your Charisma modifier. Kinetic Resistance Guard Effect Casting Time: 1 action Duration: Up to 10 minutes At the start of your turn you may take an action to create a spheare of 20 feet around you, that gives resistance to friendly creatures against 1 damage type of your choice from bludgeoning, slashing, or peircing. 8

You become vulnerable to the chosen damage type. You must keep concentration in order for the field to remain in effect. If somethig were to break your concentration, you must roll against a DC of 14. You may dismiss this field as a bonus action At Higher Levels. At level 10th level the radius of this field can be extended to 20 feet, at 15th level you may extend it to 30 feet, and at 20th level you may extend it to 40 feet. Knight of Trivia You have advanage on saving throws against spells and other magical effects. Your attacks also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Mega-State. While in the Mega state you may give the magical property to ally's attacks who are within your range. 9

Meta Cloak Casting Time: 1 action Range: 30 feet you are able to take your current hit point pool and split it equally among you and a number of friendly creatures, the maximum number of wich is equivalent to your wisdom modifier. Olympian's Hurl You can take an action to knock an enemy away from you. One target within reach must succeed on a Streangth saving throw. On a failure, the target takes damage equal to half a single melee weapon attack and is hurled away from you 10 feet. Mega-State. The target now takes damage equal to a single melee weapon attack. At Higher Levels. At 10th, 15th, and 20th levels, You may increase the distance of the hurl by 5 feet. Passive Aura Casting Time: 1 action Duration: Up to 10 minutes Range: 15 feet As an action you may give off an aura sphere with a radius of 15 feet. Creatures within the aura must make a Wisdom saving throw against a DC. On a failure they become passive and will not attack you. On a success they are unaffected. The number of creatures you can effect in the aura is equivalent to your wisdom modifier. Psychic Discus Casting Time: 1 action 1 weapon of your choice now becomes a malluable disc of energy the floats around you within 5 feet. You control it tellepathically and the range of this weapon is 30 feet. It is considered a magical weapon and it's stats are equal to its original form. Damage from this weapon is considered psychic. You may call the weapon back to your hand to normal as a bonus action. While your weapon is in this state you are slightly less aware of your suroundings and you loose 2 AC. Mega-State. At the cost of an extra 2 AC you may create another psychic disk. Alternatively you may add a damage modifier to your attacks equal to your Wisdom Modifier. At Higher Levels. At 10th and 15th level you may increase the range of this wepon by 10 feet but loose an extra AC when you do so. Sacraficial Shield Casting Time: 1 action Duration:Up to 10 minutes At the start of your turn, you my grant 1 character an AC bonus equivalent to half your AC by touching them. When you do this your AC drops to half and cannot be raised. This effect lasts a number of turns equivalent to your wisdom modifier. Shared Pain If a creature within 5 feet of you would be damaged, you may use your reaction to coat it within your aura rerouting half the damage they would've take to your hit points. Mega-State. While in the Mega state you may all damage that would have been taken to you instead, but are unable to be healed for that damage for 1 of your turns. At Higher Levels. At 10th level the range of this effect extends to 10 feet and at 15th it extends to 20 feet. Spacial Displacement Casting Time: 1 action As a bonus action you may apply 1 bonded weapon of your own that you are holding, with a special ability. As an action, you may throw the chosen weapon, and teleport to its location. This effect can only be applied to one weapon at a time, and you must end it's effect as a bonus action, before you can apply it to a new weapon. If you teleport into a space occupied by enemies or other objects you are immediately shunted from the area. Speculo Slight As an action, you may create an illusion that makes you appear slightly to the left or right. You gain a plus 2 to AC against ranged weapon attacks and a plus 1 to AC against melee weapon attacks. You must keep concentration in order for this illusion to remain in effect. If somethig were to break your concentration, you must roll against a DC of 14. You may opt to give this illusion instead to another creature beside you. If you do they gain and extra plus 1 to AC. Tenacious aura Casting Time: 1 action Duration: Number of turns equivalent to Strength modifier Range: Reach As an action you may enter a tenacious state so that whenever a creature enters within your reach, it becomes enraged towards you and must attack you if possible. If you take damage from this attack, the creature gets hit back with damage equivalent to your wisdom modifier. Unending Defender Casting Time: 1 action Duration: 1 turn Range: 5 feet You can take a protective stance as an action, from now on, until the start of your next turn, whenever someone within 5 feet of you would be attacked that you are aware of, you may jump to their aid, taking on the attack for them. Enemies get to add half (rounded up) of their proficiency to their current proficieny bonus when attacking if you do this, and you now occupy the space directly in between the attacker and the one you protected. 10