Light Mage (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Light Mage[edit]

Introduction[edit]

A human woman is being chased through a heavily wooded area by a horde of goblins. She reaches a small clearing in the middle of the forest, where she is soon surrounded by the small beasts. She accepts her fate, but then a blinding flash of light consumes the night sky above her, and a hooded figure stands in front of her. The goblins all charge forward, but are soon stopped by swords of light impaling their flesh. The hooded figure then turns itself into a flash of lightning, turning all of the goblins into mincemeat. The hood comes flying off of the figure, revealing themselves as an aasimar male. This man is a Light Mage, a very powerful, but also very dangerous mage.

Servant of Light[edit]

As a Light Mage, you have an intimate connection to the light. You spend most of your time in the light, but you also love to illuminate darkened places with your presence. Whenever you enter a room, you brighten the mood. You love to use light humor as a way to get closer to your friends. Overall, you are a laid-back, light-hearted person who wields a destructive form of magic.

Creating a Light Mage[edit]

Why a Light Mage? Why did you choose to become a Light Mage? Were you chosen by a deity to lead the world to a better place with this magic? Or were you trained by a sorcerer to use this unique magic?

Quick Build

You can make a <!-Light Mage-> quickly by following these suggestions. First, <!-Wisdom-> should be your highest ability score, followed by <!-Constitution->. Second, choose the <!-Acolyte-> background.

{{5e Class Features |name= Light Mage |summary= A mage with destructive light powers |hd=1d8 |armor=None |weapons=Simple Melee Weapons, Rapiers, and Light Crossbows |tools=None |saves=Wisdom, Intelligence |skills=Choose three from Arcana, History, Insight, Nature, Perception, Persuasion, and Religion. |item1a=A Rapier and Light Crossbow |item1b=Two Simple Weapons of your choice |item2a=Traveler's clothes |item2b=leather armor |item3a=An explorer's pack |item3b=A priest's pack |wealth=5d4 x 10 gp |classfeatures1=Light Shield, Unarmored Defense |classfeatures2=Light Sword |classfeatures3=Path of Light Feature |classfeatures4=Ability Score Increase |classfeatures5=Extra Attack |classfeatures6=Night Vision |classfeatures7=Path of Light Feature |classfeatures8=Ability Score Increase |classfeatures9=Refraction |classfeatures10=Thunderclap |classfeatures11=Path of Light Feature |classfeatures12=Ability Score Increase |classfeatures13=Beacon |classfeatures14={{inpage|Wings of Freedom |classfeatures15={{inpage|Path of Light Feature |classfeatures16={{inpage|Ability Score Increase |classfeatures17={{inpage|Shadows into Light |classfeatures18={{inpage|Path of Light Feature |classfeatures19={{inpage|Ability Score Increase |classfeatures20=[[#Supernova |Supernova ]]


Light Shield[edit]

Beginning at 1st Level, your Light Mage can create a spell circle that acts as a shield against spells. The creation of the shield acts as 1 action on your turn. Once you have the Shield activated, it acts as an item being held in your hand. The spell stays active for a duration of 1 minute + your Proficiency Bonus + your Wisdom Modifier. With the Light Shield active, whenever a spell attempts to hit you, you can roll a d12 and call evens or odds. If it lands on a number of the one you called, the Light Shield completely blocks the spell. Once you use this feature, you can't use it again until you complete a short or long rest.

Unarmored Defense[edit]

At 1st Level, a thin layer of light surrounds your body. When you are not wearing armor or wielding a shield in your hand, your Armor Class is 10 + your Dexterity Modifier + your Wisdom Modifier.

Light Sword[edit]

At 2nd Level, your Light Mage can create a sword made of hard light. This Light Sword can imitate any simple or martial sword. By doing so, the Light Sword gains that certain swords' stats and damage + 1d4 radiant damage (The damage turns into magical instead of non-magical as well). If you decide not to make the Light Sword into any certain sword, its damage is 1d8 magical slashing or piercing damage + 2d4 radiant damage. For attack roles, you use your Wisdom instead of Strength.

Path of Light[edit]

At 3rd Level, you chose a feature from either the Light of Attack or Light of Defense path. Choose between Light of Attack and Light of Defense, both detailed at the end of the class description. Your choice grants you features at 3rd Level, and again at 7th Level, 11th Level, 15th Level, and 18th Level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

When you reach 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Night Vision[edit]

When you reach 6th Level, your Light Mage's eyes during the night and in dark places turn a bright yellow. When like this, You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If your Light Mage already has the Darkvision racial trait, you gain an extra 10ft of vision in dim light and 5ft of vision in darkness.

Refraction[edit]

At 9th Level, your Light Mage has learned how to refract light. Whenever you are in bright or lit up areas, you can refract the light around to become proficient in the Stealth skill. If you are already proficient in this skill, double the proficiency when refracting the light around you. Once you use this feature, you can't use it again until you complete a short or long rest.

Thunderclap[edit]

At 10th Level, your Light Mage has learned how to harness lightning, and turn themselves into a bolt of lightning. When you use this feature, you can transform into a lightning bolt and go 35ft in one direction. When you do this, any enemy caught within this attack takes 3d6 lightning damage is becomes paralyzed for their next turn. Once you use this feature, you can't use it again until you complete a short or long rest.

Beacon[edit]

At 13th Level, you are able to cast a large ray of light that goes up into the sky 1d6 x 10 feet. Any monster that can see this pillar of light immediately turns their attention to it, in other words, you. You become the target of every monster that can see the Beacon. Once you use this feature, you can't use it again until you complete a short or long rest.

Wings of Freedom[edit]

When you reach 14th Level, your Light Mage is able to create wings made out of light and use them to fly. The spell stays active for 1 minute + your Strength Modifier + your Wisdom Modifier. When flying with the Wings of Freedom, you have a flying speed of 25ft. If your race already has wings as a racial trait, add 5ft. to your flying speed.

Shadows into Light[edit]

When you reach 17th Level, your Light Mage is able to manipulate the shadows and turn it into light. This light can be used for any feature that requires its use, like Beacon, Wings of Freedom, and Refraction. Once you use this feature twice, you can't use it again until you complete a short or long rest.

Supernova[edit]

When you reach 20th Level, your Light Mage is able to harness their entire storage of mana and expel it in this massive explosion. This explosion has a range of 20ft all around it, and whenever an enemy is caught within it, they must make a Dexterity Saving Throw of 10 + your Proficiency Bonus + your Wisdom Modifier. If they fail this roll, they take 5d10 radiant damage, or half that on a successful one. Once you use Supernova, you cannot use any light-based attack or feature from this class for 5 minutes. After using this feature, you can't use it again until you complete a short or long rest.

Light of Attack[edit]

The Light of Attack grants your Light Mage more options to slay their opponents, but it leaves them weak defensively.

Light Sword Storm

At 3rd Level, your Light Mage now can summon and control 2 Light Swords. These Light Swords can act independently of yourself and attack within a range of 10ft around you. The amount of Light Swords you can control increase to 3 at 7th Level, 4 at 11th Level, 5 at 15th Level, and 6 at 18th Level.

Angelic Strike

At 7th Level, your Light Mage focuses magical energy into their fist, and unleashes it into their opponent. On a successful hit, this attack does 2d8 + your proficiency bonus + you Wisdom Modifier magical bludgeoning and radiant damage. Once you use this feature, you can't use it again until you complete a short or long rest.

Heavenward Howitzer

At 11th Level, your Light Mage becomes a battering ram of magical energy. With this ability, your Light Mage charges 10ft in a straight line. When you hit an enemy, they take 5d4 radiant damage and must make a Strength Saving Throw of 10 + your Proficiency Bonus + your Wisdom Modifier. On a failed roll, they are thrown back 10ft and knocked prone. Once you use this feature, you can't use it again until you complete a short or long rest.

Shooting Star

At 15th Level, you are able to create a bow made of light out of thin air and shoot an arrow of light that looks like a shooting star when fired in a 20ft line. Any enemy in that line must take 4d6 radiant and magical piercing damage. The range increases to 40ft when you reach 18th Level. Once you use this feature twice, you must complete a short or long rest in order to use it again.

Goddess Beam

At 18th Level, you can shoot out a destructive beam of light in a straight line 25ft in front of you. If an enemy is in this line, they must make a Dexterity Saving Throw of 10 + your Proficiency Bonus + your Wisdom Modifier or take 5d8 of radiant damage, or half that if they succeed the Saving Throw. Once you use this feature, you can only use it again once you complete a short or long rest.

Light of Defense[edit]

The Light of Defense turns your Light Mage into more of a support unit, leaving it weaker offensively.

Holy Ray

At 3rd Level, you can shine down a ray of holy light from the heavens, healing a friendly creature within 15ft with 2d6. This increases to 3d6 at 7th Level, 4d6 at 11th Level, 5d6 at 15th Level, and 6d6 at 18th Level. Once you use this feature twice, you can't use it again until you complete a short or long rest.

Hardened Light

At 7th Level, your Light Shield becomes a physical object. Any weapon attempting to hit you now does with disadvantage.

Flash

At 11th Level, you can cast a flash of blinding light in a 30ft radius of you. Each enemy caught within this flash of light is blinded during their next turn. Once you use this feature, you can't use it again until you complete a short or long rest.

Holy Binding

At 15th Level, you can shoot out 2 beams of hard light that act like ropes that can bind opponents where they stand. Each "light rope" can reach 30ft around you, and when and enemy is successfully bound, they take 3d4 radiant damage. To escape, it's just the same way as being normally bound. This spell stays active for 1 minute + your Wisdom Modifier, but they also dissipate if a bound enemy escapes.

Aegis

At 18th Level, your Light Shield becomes a form of absolute defense. If a spell fired at you fails to hit, instead of just fizzling out of existence it is instead reflected by your Light Shield back at the caster. Also, your Light Shield now stays active for 1 minute + your Proficiency Bonus + your Wisdom Modifier + your Constitution Modifier. When casting Light Shield, it now counts as a bonus action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-Light Mage-> class, you must meet these prerequisites: 14 Wisdom, 12 Constitution

Proficiencies. When you multiclass into the <!-Light Mage-> class, you gain the following proficiencies: Simple Ranged Weapons, Martial Melee Weapons



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: