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Light Walker

The light projected by Rapollo ’s Sun and Hoptra ’s Moon serves both as a natural source to make nature bloom across the Aesthral Sea and as an object of faith and devotion.

The Light Walker stands in the middle of all this, enjoying the bounty of nature through the lens of starlight and the sacred power pulsated by the Siblings and their stars. Using their guidance and feeling the biorhythm of the planets kissed by their blessings, the Light Walker treks ever forward.

This makes those who walk into the path of light, travelers without peers. They are not in need of food, water, or rest for the stars provide sustenance and purpose. They slay any abominations that hide in the dark as they continue their journey forward.

Walking the Light

At 3rd level, you can no longer feel the effects of hunger nor do you need to rest, as long as you bathe under the sun or moon for at least one hour. This does not change or alter the benefits of a short or Long Rest. When you are in the Sea of Stars, you gain 60 fly speed, and if you are at least 120 feet away from a Light Path, you get the Hover ability, allowing you to stay airborne even if you are knocked prone. Additionally, you gain one of the following features of your choice:

  • Eyes of Eternity. You ignore all effects of darkness. You can see invisible creatures.
  • Void Killer. When you hit a creature with a weapon attack, the creature takes an extra 1d6 radiant damage. You can deal this extra damage only once per turn.
  • Brilliant Strider. Once on each of your turns when you make a weapon attack, you can teleport immediately towards 5 feet of a light source that you can see.
Surviving the Dark

At 7th level, your body becomes highly resistant to void corruption, shedding 1 point of corruption per Long Rest. Additionally, you gain one of the following features of your choice.

  • Walk it off. Whenever you take damage, you may move half of your speed in any direction.
  • Adapt to survive. After a creature damages you, you gain resistance to that type of damage against all subsequent attacks made by that creature for the rest of the round.
  • Fed by the cosmos. You may spend a reaction to recover 6d10 Hit Points. You may use this feature once per Long Rest.
Assailant of the Light

At 11th level, you gain one of the following features of your choice:

  • Magical Marauder. Immediately after casting a spell, you can choose to make an attack against a hostile creature in range of a weapon you are currently holding.
  • Light Burst. When you are attacking a creature that is vulnerable to radiant damage, you get advantage in your attack roll. If you hit a creature that is not already vulnerable to radiant damage with an attack, it becomes vulnerable to radiant damage until the end of your next turn.
Survivor of the Path

At 15th level, you gain one of the following features of your choice:

  • Traveling through the light. When you use your movement action, instead of moving your speed, you may select to materialize instantly to any place that you can see that is lit by any type of light.
  • Stand up against the darkness. When a hostile creature misses you with a melee attack, you may immediately cast a spell against them as a reaction, consuming the slot as you would normally.
  • Astral counter attack. When an attacker that you can see hits you with a melee attack, you can use your reaction to immediately cause 1d12 radiant damage to them.


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