Polychrome Sentinel
Polychrome Sentinels use their attunement to the light around them to generate barriers to protect themselves and allies. Often, Polychrome Sentinels tend to stay deeper in the fray to assure that should an ally need help, they are already on standby.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Bastion: As an action, you project a dome of light. The dome is centered on you, has a 10-foot radius, and is filled with dim light. The dome lasts for 1 minute or until you are incapacitated or die. The dome has a number of hitpoints equal to 5 times your level. When a friendly creature within the dome takes damage, the dome takes that damage instead.
If the damage taken by the dome exceeds its remaining hitpoints, the remaining damage is taken by the target of the damage. If more than one target takes damage at the same time and it causes the dome to disperse, that damage is added up and divided equally among all creature within the dome. If there is any damage remaining that can not be divided evenly, it is taken by either you, or a willing creature of your choice.
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Polychrome Sentinel Spells
Lightcaller Level | Spells |
---|---|
3rd | Shield of Faith |
5th | Warding Wind |
9th | Spirit Guardians |
13th | Otiluke's Resilient Sphere |
17th | Wall of Force |
Gleaming Protection
Beginning at 3rd level, your defensive capabilities are augmented by the light around you. You can cast mage armor on yourself without expending a spell slot once per long rest.
Additionally, you gain proficiency with shields.
Bolstered Constitution
At 7th level, you hit point maximum increases by 7, and it increases by an additional 1 point for every additional level you take in this class.
Empowered Ward
Starting at 10th level, when a creature within your Hardlight Bastion takes damage, you can use your reaction to expend a spell slot and reduce the damage taken by a number of d8s equal to level of spell slot.
Additionally, your Hardlight Bastion gains additional number of hitpoints equal to two times your Charisma modifier.
Primordial Bulwark
Beginning at 18th level, creatures within your Hardlight Bastion gain resistance to the damage type of your Hardlight Beam.
Additionally, the radius of your Hardlight Bastion becomes 20-feet.
Enlightened Stargazer
Enlightened Stargazers use their unique relationship with the lights of stars and space to call down devastation from above. These stargazers tend to function as a sort of artillery for those that they work with.
Hardlight Projection
When you take this tradition at 3rd level, you gain the following Hardlight Projection option:
Hardlight Comet: As an action, you can cause a ball of light to eject itself from your palm toward a point you can see within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 of the damage type of your Hardlight Beam. The sphere of damage spreads around corners.
The damage of this feature increases by 1d6 when you reach 5th level (4d6), 9th level (5d6), 13th level (6d6), and 17th level (7d6).
Tradition Spells
You gain tradition spells at the Lightcaller levels listed.
Enlightened Stargazer Spells
Lightcaller Level | Spells |
---|---|
3rd | Faerie Fire |
5th | Moonbeam |
9th | Melf's Minute Meteors |
13th | Sickening Radiance |
17th | Cone of Cold |
Starstruck
Beginning at 3rd level, you can make attack rolls with your Lightcaller features and spells as if they had come from 10 feet above the target, ignoring cover between yourself and the target.
When you attack from above using your Hardlight Beam, creatures within 5 feet of the target (excluding the target) must make a Dexterity saving throw or take radiant damage equal to your Charisma modifier.
Evaporating Intensity
At 7th level, when a creature fails its save against your Hardlight Comet, you can use your reaction to expend a spell slot. The creature that failed its save takes additional radiant damage equal to 1d8 per level of spell slot.
Additionally, your Starstruck feature affects creatures within 10 feet, and the radius of your Hardlight Comet becomes 15 feet.
Neutron Star
Starting at 10th level, your Hardlight Comet emits blinding light as it crashes into the ground. Hostile creatures that are within 15 feet of the detonation and can see the detonation of your Hardlight Comet must make a Constitution saving throw, becoming blinded until the end of their next turn on a failed save.
Primordial Soup
Beginning at 18th level, the area targeted by your Hardlight Comet becomes difficult terrain for a number of rounds equal to your Charisma modifier.
Additionally, the radius of your Hardlight Comet becomes 20 feet.
Feat: Hardlight Adept
Prerequisite: Lightcaller
You further hone your abilities to control light, gaining the following benefits:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on attack rolls with your Hardlight Beam.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make a Hardlight Beam attack against the creature, rather than making an opportunity attack.
Art Credits
Here is the wonderful art used in these subclasses, along with the top notch watercolor stains:
- Wizard's Retort MtG Art from Dominaria by Grzegorz Rutkowski
- Comet Desktop Wallpaper owned by WallpaperAccess
- Full Page Watercolor Stains by /u/flamableconcrete: https://www.gmbinder.com/share/-L4Yt8ZSxmhwqt--yNRT