The Radiance
Inspired by Team Cherry's "Hollow Knight", Your patron is the Radiance, a bright and powerful being of unknown origin, only capable of being described as a God of light and order, once worshipped but now forgotten. The Radiance seeks to spread its light in any way possible, spreading its power by infecting the minds of the dead or willing creatures.
The effects of the great being often go unnoticed, but you might find yourself inexplicably moving against your will at times, becoming more hostile to the beings around you that the being deems as enemies.
Expanded Spell List
The Radiance 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.
The Radiance Expanded Spells
Spell Level | Spells |
---|---|
1st | Dissonant Whispers, Searing Smite |
2nd | Branding Smite, Crown of Madness |
3rd | Blinding Smite, Magic Circle |
4th | Sickening Radiance, Wall of Fire |
5th | Far Step, Holy Weapon |
Corrupted Fervor
Beginning at 1st level, accepting the power of the Radiance has granted you a newfound energy in your strikes, the being's gift guiding your blade. You gain an additional 1d6 to your first melee weapon attack roll each turn, dealing an additional 1d6 Radiant damage on that attack. These die increase to 1d8 at 6th level, 1d10 at 10th, and 1d12 at 14th.
Sealed God’s Blessing
Starting at 6th level, you’re able to spread the influence of the Radiance to other, non-living creatures. As an action, you can expend a use of this feature as if you had casted the Animate Dead spell with the additional benefits:
- The creature gains a number of temporary hit points equal to your proficiency bonus + your charisma modifier.
- The creature is covered in orange bubbles of an unknown substance. When the creature dies, or as a bonus action, you can make it explode into a bright cloud of orange from the Radiance itself. All creatures within 10 ft of it must succeed on a DC 13 Dexterity saving throw or take 2d8 radiant damage.
You can only use this feature a number of times equal to your proficiency bonus. You regain all uses at the end of a long rest.
Infectious Instinct
Starting at 10th level, effects of the Radiance’s power become more apparent, causing you to start taking on even more animalistic behavior. When you make an opportunity attack against a creature, you can move to the nearest unoccupied space to you that is 5 feet away from the creature. This does not provoke attack of opportunity. Additionally, you have advantage on that opportunity attack.
Will of the Light
At 14th level, your mind has been consumed to the point that you can directly tap into the power of the Radiance itself. As an action, you can allow yourself to be consumed by the Radiance. For 1 minute, you gain the following benefits:
- Once per round as a bonus action, or as a reaction when a creature makes an attack roll against you, you can teleport up to 30 feet to an unoccupied space that you can see. Any creature within 5 feet of the space you teleport to must make a Constitution saving throw against your Spell Save DC. On a failed save, they take 4d8 Radiant damage and half as much on a success.
- You have advantage on saving throws against being charmed or frightened.
- You have resistance to psychic damage. After you use this feature, you can’t do so again until you finish a long rest.
Credit
"The Radiance" is from the Hollow Knight game by Team Cherry and is in no way affiliated with Wizards of the Coast or any homebrew content. Art also belongs to Team Cherry.
Changelog V2
- Infected Mind replaced with Corrupted Fervor
- 1d8 Radiant damage on Infectious Instinct replaced with advantage on Initiative
- Replaced type change in Will of the Light for effects of Infected Mind
Changelog V2.1
- Sealed God's Blessing changed to not actually have the Animate Dead spell, as well as be limited to a number of uses per long rest.