Green Lantern Revised (5e Class)

From D&D Wiki
Jump to navigation Jump to search
600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: Formatting and SRD links.


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

Green Lantern (5e Class)[edit]

Introduction[edit]

Green Lanterns are some of the most powerful warriors in the galaxy, tasked with maintaining order and justice across entire sectors. Wielding the most formidable weapons in existence—their power rings—they enforce intergalactic law and protect planets from threats that even the most powerful heroes cannot handle alone.

Creating a Green Lantern[edit]

Green Lanterns are chosen, not born. The power ring seeks out individuals with unshakable willpower and the courage to stand against darkness. What event in your past forged your iron resolve? Was it a moment of sacrifice, a stand against oppression, or an act of heroism?

Quick Build

You can make a Green Lantern quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Astral Nomad or Soldier background. Third, choose a power ring, a tinker’s toolkit, and common clothes.

Class Features

As a Green Lantern you gain the following class features.

Hit Points

Hit Dice: 1d10 per Green Lantern level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Green Lantern level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple melee, Any ranged
Tools: Tinker’s tools, Smith’s tools
Saving Throws: Charisma, Constitution
Skills: Choose four from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A power ring
  • Tinker's toolkit
  • Common clothes
  • If you are using starting wealth, you have 4d4 × 10 gp in funds.

Table: The Green Lantern

Level Proficiency
Bonus
Features
1st +2 Power Ring, Glow, Security Protocol, Energy Construct Weapon
2nd +2 Energy Construct Shield
3rd +2 Green Lantern Corps Oath
4th +2 Ability Score Improvement, Ability Score Improvement, Security Protocol +
5th +3 Extra Construct
6th +3 Galactic Encyclopedia, Galactic Insight
7th +3 Energy Absorption, Force Field
8th +3 Ability Score Improvement, Ability Score Improvement, Security Protocol ++
9th +4 Energy Construct Companion
10th +4 Spectrum Hero, Flight Speed (40 ft)
11th +4 Extra Construct, Telepathy
12th +4 Ability Score Improvement, Ability Score Improvement, Security Protocol +++
13th +5 Energy Construct Clone
14th +5 Cellular Regeneration
15th +5 Energy Construct Portal
16th +5 Ability Score Improvement, Ability Score Improvement, Security Protocol ++++
17th +6 Extra Construct, Energy Construct Avatar
18th +6 Universal Translator, Energy Construct Sphere
19th +6 Ability Score Improvement, Ability Score Improvement, Maximum Security Protocol
20th +6 Paragon of the Lantern Corps

Power Ring[edit]

The power ring is the foundation of a Green Lantern’s abilities. It is not considered a magical item but serves as an arcane focus unique to its bearer.

Construct Creation: You can use your willpower to create solid energy constructs. These constructs appear in the color of your Lantern Corps and take on the forms you imagine.

Light Constructs: As a bonus action, you can create a simple constructs (such as a platform, hand, key, or small weapons). These constructs are primarily utility-based.

At level 1, it can be no larger than a 5 ft cube At level 5, this increases to a 10 ft cube At level 10, this increases to a 20 ft cube

Manipulation: You can telekinetically control your constructs within a 30 ft radius of you.

Construct Durability: Each construct has an AC equal to 8 + your Charisma modifier + your proficiency bonus, and hit points equal to your Green Lantern level + your proficiency bonus.

Weapon Constructs: You are proficient with any weapon you form using your power ring. These follow the rules for Energy Construct Weapons.

Glow (1st Level)[edit]

Ring Blast : You can make a ranged spell attack using your ring, doing 1d8 radiant damage + cha mod (The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.).

Levitation : You can levitate of the ground, giving you a 10ft flying speed (this increases to 30ft at 5th level, and 50ft at 10th level)

Energy Construct Weapons (1st Level)[edit]

The Green Lantern Corps class can create energy construct weapons using their power ring. The energy construct weapons have the following properties:

The energy construct weapon can be a melee or ranged weapon.

The energy construct weapon has a 1d20+(CHA+PROF) to hit, and deals 1d6+Cha force damage. (scales to 1d8 at level 6, 1d10 at level 12, 1d12 at level 17)

Ranged energy construct weapons have a range of 60 feet.

The construct disappears if it moves more than 30 ft away from the creator.

Security Protocol (1st Level)[edit]

If someone attempts to steal your ring, it becomes inert until you reclaim it.

At level 4, the thief must pass a DC 15 Sleight of Hand check or suffer 2d6 radiant damage.

At level 8, the DC increases to 18 and the ring grants advantage on Wisdom saving throws against mental manipulation.

At level 12, the DC increases to 22, and you become immune to charm and mind control effects.

At level 16, the DC increases to 24, and the ring grants immunity to poison and curses.

At level 19, the ring becomes permanently bonded to you; it can no longer be removed except by your will. Any attempt to do so results in an automatic blast of radiant energy (4d6 damage) to the attacker.

Ring Resonance Progression[edit]

_As your will strengthens and your spirit evolves, you begin to resonate with other emotional spectrums. This resonance allows you to wield the power of multiple Lantern Corps, paving your path toward the ultimate evolution: the White Lantern.

Construct Channeling: For each emotional ring you are currently attuned to (including your Green Lantern ring), you may summon one construct themed after that ring’s emotion.

You may have one construct per ring active at a time, up to your total construct limit (2 at level 5, 3 at 11, 4 at 17).

These constructs function identically to normal energy constructs in terms of mechanics, but with narrative/thematic differences.

Energy Construct Shield (2nd Level)[edit]

The Green Lantern Corps class gains the ability to create an energy shield around yourself or one other person that provides additional +2 AC for the remainder of the round as a reaction, you can do this up to your Proficiency bonus times per long rest.

Green Lantern Corps Oath (3rd Level)[edit]

At 3rd level, you gain the ability to invoke the Green Lantern Corps Oath, reinforcing your constructs and defenses for 1 minute (6 rounds). This ability recharges after a long rest.

Oath Benefits: -- Protective Aura: You gain a +1 bonus to AC. This increases to +2 at 9th level and +3 at 15th level.

Advanced Constructs: Your constructs become more complex, gaining advantage on ability checks related to their creation. -- The maximum construct size starts at a 10 ft by 10 ft cube and scales with level, increasing to 20 ft at 9th level and 30 ft at 15th level. -- The range before a construct dissipates starts at 100 ft, increasing to 150 ft at 9th level and 200 ft at 15th level.

Empowered Weaponry: If you form a weapon, it gains an additional hit die. (Example: Instead of 1d8, it becomes 2d8 at 3rd level, 3d8 at 9th level, and 4d8 at 15th level.)

Construct Durability: Your constructs have an AC of 10 + your Charisma modifier + your proficiency bonus. -- Their hit points equal half your maximum HP, increasing to two-thirds at 9th level and matching your HP at 15th level.

Empowered Constructs & Exhaustion: Each round you concentrate on maintaining an empowered construct beyond its initial creation, you gain 1 point of exhaustion.

Extra Construct (5th Level)[edit]

Extra Construct: Starting at 5th level, a Green Lantern can create two constructs, instead of one, summoning one at a time as a bonus action. Increasing to three at 11, four at 17.

Galactic Encyclopedia (6th Level)[edit]

Your ring grants you vast knowledge of galactic history, politics, and technology.

Advantage on History and Arcana checks related to alien civilizations. Choose one mental skill (Insight, Perception, Investigation, or Arcana) to gain expertise in.

Galactic Insight (6th Level)[edit]

Your ring's database provides real-time battle analysis.

Gain Expertise in one mental skill of your choice (Insight, Perception, Investigation, or Arcana).

Once per long rest, gain advantage on an Intelligence or Wisdom saving throw.

6th Level – Ring Resonance I[edit]

  • Choose one ring: Rage (Red), Hope (Blue), or Compassion (Indigo).
  • Gain that ring’s Spectrum Hero effect.

Energy Absorption (7th Level)[edit]

Your ring can absorb incoming energy-based attacks.

As a reaction, your ring captures some of the incoming energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack on your next turn, the target takes an extra 1d6 damage of the triggering type. You may do this up to your Proficiency bonus per long rest.

Force Field (7th Level)[edit]

A slight glow surrounds your body, giving you a shielding aura. As a reaction, you can create a force field around you or an ally that gives moderate protection. Gaining 2d12 + Charisma modifier to yourself or an ally temporary hit points for 1 minute or when the temporary hit points run out, after which you cannot use this ability until you take a long rest.

8th Level – Ring Resonance II[edit]

  • Choose a second ring: Greed (Orange) or Love (Violet/Pink).
  • Choose between your two unlocked rings at each long rest.

Security Protocol ++ (8th Level)[edit]

Further enhances ring security, making it harder to remove or disable.

Unauthorized users must pass a DC 18 Sleight of Hand check or take 3d6 radiant damage.

Your willpower manifests, giving you advantage on Wisdom saving throws.

Energy Construct Companion (9th Level)[edit]

You can create an Energy Construct Companion that assists you.

This follows the Summon / Conjure spell CR requirements and lasts for up to an hour.

The companion is semi-autonomous and can assist in combat and exploration.

Spectrum Hero (10th Level)[edit]

At level 10, you gain an additional ring from a different emotional spectrum that you have not already obtained:

Death (Black) “You are already dead. You just don’t know it yet.”: - Soul Severance: Your melee attacks deal +2d8 necrotic damage. If a creature is reduced to 0 HP, it cannot be revived except by Wish. - Grave Construct: Once per long rest, summon a Black Ring construct shaped like the target you killed—it fights as a shadowy clone (CR 3 or lower).

Greed (Orange) “If I see it, it’s mine. If you touch it, you die.”: - Selfish Replication: Once per long rest, summon a greedy construct clone of yourself with half HP. It copies one of your attacks or powers each round, but it cannot aid allies (won’t grant flanking, etc). - Mine!: When an enemy dies within 30 feet, you can use your reaction to absorb their essence, regaining HP equal to your Charisma modifier + your level.

Compassion (Purple) “Their pain becomes yours. And so does their strength.”: - Empathic Link: You can absorb half the damage from one ally within 30 ft as a reaction. You take the damage instead, but gain temporary HP equal to half the absorbed amount. (Prof bonus times a day) - Healing Construct: You can summon a construct that radiates compassion—each creature within 10 ft regains 1d6 HP at the start of their turn (lasts 1 minute, once per long rest).

Fear (Yellow) “They don’t need to see the monster. They just need to feel it.”: - Aura of Dread: When you activate this ring, enemies within 20 ft must make a Wisdom save (DC = 8 + Prof + CHA) or become Frightened for 1 minute. Creatures that fail by 5+ are also Paralyzed for 1 round. - Terrifying Construct: Your fear construct causes +2d6 psychic damage and forces enemies it hits to make a concentration check or drop their spells or drop their weapon.

Love (Pink) “Love conquers all. Even death.”: - Unbreakable Bond: Choose one creature when you activate this ring. As long as they’re within 60 ft, they gain resistance to all damage and you can swap places with them as a reaction once per turn. - Empower Through Love: Once per turn, if you heal an ally or buff them, you deal bonus radiant damage on your next attack equal to your Charisma mod.

Hope (Blue) “Even the strongest will needs a reason to believe. I am that reason.”: - Beacon of Hope: Once per long rest, emit an aura (30 ft radius) for 1 minute that gives allies and constructs advantage on all rolls and adds Temporary hit points equal to your Charisma modifier at the start of their turns. - Energize Construct (1/long rest): As a bonus action, you can channel pure Hope into a single construct, that construct grows in size by one category (up to Huge) and Deals an additional +2d6 radiant damage for 1 minute

Rage (Red) “Rage doesn’t talk. It burns.”: - Bloodlust: Your attacks deal +2d10 fire damage. At the end of each turn in combat, if you haven’t dealt damage, you take 1d10 psychic backlash. - Fury Construct: You summon a berserking construct that charges at the nearest target and explodes on impact (Dex save or take 4d6 fire damage). Once per long rest.

Telepathy (11th Level)[edit]

At 11th level, you find an ability that so many creatures have problem believing in. You can talk to creatures telepathically, the only requirement being they must know one language. You may not understand their language or they may not understand you, but you can communicate through this ability.

12th Level – Ring Resonance III[edit]

You may now attune to two emotional spectrum rings at the end of a long rest. When you activate your Lantern Corps Oath, you may choose to activate both effects for the duration.

Energy Construct Clone (13th Level)[edit]

You can create an energy construct duplicate of yourself that can act independently. This clone lasts for up to 1 minute and has AC and HP equal to half your total. It mimics your attacks but deals half damage. Once per day.

14th Level – Ring Resonance IV[edit]

  • Gain access to another emotional ring (up to 3 attuned).
  • You still activate 2 at a time.

Cellular Regeneration (14th Level)[edit]

At 14th level, you can heal creatures around you and yourself. You can use this feature to heal yourself or another creatures up to 4d8 hit points split amongst every target healed . Once you use this feature, you must complete a long rest before you can use it again.

Energy Construct Portal (15th Level)[edit]

The Green Lantern Corps class gains the ability to create an energy construct portal that allows them to teleport to a different location that they have already previously visited once per long rest.

16th Level – Ring Resonance V[edit]

  • You can now attune to three rings and activate two during Lantern Corps Oath.

Energy Construct Avatar (17th Level)[edit]

Increase your size to Gargantuan. Your damage die increases by 4d8. Increasing your AC by 4. This lasts for 1 minute (6 rounds). You may do this once per 3 days.

18th Level – Full Spectrum[edit]

  • All 7 spectrum rings are unlocked.
  • Attune to any 3 per long rest, choose 2 to activate during Lantern Corps Oath.

Energy Construct Sphere (18th Level)[edit]

You can create a resilient sphere of energy around yourself or an ally, similar to the Otiluke's Resilient Sphere spell, up to three times per long rest.

Maximum Security Protocol (19th Level)[edit]

Your ring can no longer be removed from your finger by any means except your own will. Additionally, any attempt to tamper with it results in an automatic burst of radiant energy, dealing 4d6 Radiant damage to the attacker.

White Lantern Ascension (Paragon of the Lantern Corp) (20th Level)[edit]

You become a paragon of willpower, fear, compassion, hope, love, rage, greed, life, and death. You have achieved emotional enlightenment. You are now the White Lantern.

Once per long rest, as a bonus action, you may activate White Lantern Mode for 1 hour. While active:

You gain all 7 emotional spectrum effects simultaneously.

Your max construct count is summoned instantly as part of the bonus action.

You radiate with combined light, shedding bright light for 120 ft and dim light for an additional 120 ft.

You gain immunity to charm, fear, poison, and necrotic damage.

Multiclassing[edit]

Prerequisites: To qualify for multiclassing into the Green Lantern class, you must have Charisma 13 or higher.

Proficiencies: When you multiclass into the Green Lantern class, you gain proficiency in light armor, simple melee weapons, and ranged weapons.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses