Warlock

Otherworldly Parton

The Lightbringer

Your patron is a celestial power, mostly likely a powerful angel or demi-god. This being’s motivations are benevolent, and often oppose corruption and suffering. These beings often seek to bolster the downtrodden and the weak. Warlocks of such patrons tend to become heroes and leaders of rebellions and the oppressed, and often martyrs.

Lightbringer Expanded Spells

Spell Level Spells 1st Bless, Cure Wounds 2nd Lesser Restoration, Warding Bond 3rd Beacon of Hope, Remove Curse 4th Banishment, Death Ward 5th Greater Restoration, Mass Cure Wounds

Light of the Dawn

Starting at 1st level, your patron bestows upon you the ability to project it’s light into the world. As an action, you can create a glowing orb (1/2-foot radius) that hovers around your body. The orb acts as if the Light spell had been cast on it, however it cannot be covered or shaded. In addition, the orb creates an area of protection against the undead and extra-planar creatures; undead or fiends have disadvantage when attacking targets that are within 20 of the orb. The orb has a duration equal to that of the Light spell.

Once you use this feature (the orb), you can’t use it again until you finish a long or a short rest.

Additionally, when casting the Eldritch Blast cantrip its damage becomes radiant (this effect is distinct from the orb).

Bulwark of the Flame

Starting at 6th level, you can improve the defenses of those around you. As a bonus action you can create a ball of flame that hovers around your body. The flame cast light as a standard torch, but without smoke or heat. A number of creatures up to your Charisma modifier (including you, though you do not count against the creatures buffed) who are within 20 feet of you gain a +2 bonus to their AC and saving throws. This effect lasts a number of rounds equal to your Charisma modifier.

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

Searing Light of the Sun

Starting at 10th level, you are able to burn those who would do you harm. As a bonus action you can summon an orb of bright fire. The orb (1/2-foot radius) burns with bright light, and acts as the Daylight spell. The orb stays for a number of rounds equal to your Charisma modifier. While the orb is active you may, as a bonus action, summon a gout of flame to damage your foes. All enemies within 30 feet must make a Constitution saving throw or take 2d10 points of radiant damage and 2d10 points of fire damage, enemies take half of each on a successful save.

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

Blessing of the Light

Starting at 14th level, you are able to heal your allies and you gain resistance from harm. You gain resistance to necrotic damage. As a bonus action, you can create a glowing orb (1/2-foot radius) that hovers around your body. The light from the orb acts as if the Light spell had been cast on it. The orb lasts for a number of rounds equal to your Charisma modifier. Creatures you choose within a 30-foot radius regain hit points equal to 2d8 + your warlock level every round.

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