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Radiant Soul


Hit Points

Hit Dice: d8 per Radiant Soul level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8+ your constitution modifier

Proficiences

Armor: light armor and medium armor
Weapons: Simple Weapons,Simple Firearms, Fists
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Skills: Choose 2 from Performance, Insight, Medicine, Persuasion, and Religion.

Overview & Creation

While some are said to be a metaphorical symbols of light in this world you are a literal symbol of light. Your manipulation of radiant energy to heal and boost yourself allows yourself to be a marvel on the battle field and off the battle field. While your power is often symbolized with a shining light of hope it can easily be a blinding ray to mask a greater evil, however this gift is used one thing is always true, those with the radiant soul shine bright.   Appearance: The only physical difference of those with a radiant soul is the color of their hair is a lighter variation and their pupils swirl.   Comforting Aura: The light inside of you emanates around your body, giving off a feeling of safety and putting minds at ease, people are more inclined to trust you.


Class Features

Spells (Right) Level (Below) 1 2 3 4 5 6 7 8 9
1 2 0 0 0 0 0 0 0 0
2 3 1 0 0 0 0 0 0 0
3 3 1 0 0 0 0 0 0 0
4 3 2 1 0 0 0 0 0 0
5 3 2 2 0 0 0 0 0 0
6 4 3 2 0 0 0 0 0 0
7 4 3 2 1 0 0 0 0 0
8 4 3 2 2 0 0 0 0 0
9 5 4 3 2 1 0 0 0 0
10 6 4 3 2 1 0 0 0 0
11 6 5 4 2 1 1 0 0 0
12 6 5 4 3 2 1 0 0 0
13 7 5 4 3 2 1 1 0 0
14 7 6 5 4 3 2 1 0 0
15 7 6 5 4 3 2 1 1 0
16 8 6 5 4 3 2 1 1 0
17 8 6 5 4 3 2 1 1 1
18 8 6 5 4 3 2 1 1 1
19 9 6 5 4 3 2 2 2 1
20 9 7 6 5 4 3 2 2 1
Super Powered: As a super powered being you're proficient with your punches, and they do substantial damage (1d4+Dex or Str).   Radiant Gift: At level 1 you have access to the Word of Radiance and Guidance cantrips.   Beaming Strike: At level 2 you have the ability to spread your radiance to your weapon. If you attack with weapons you're proficient with other than your fists, you can add another d6 of radiant damage to your weapons damage.   Jack of all Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.   Radiant Shine(Cost 1 point): At level 3 you get your first ability, and you can emit a bright glow from your body as a bonus action and all creatures in a 10 foot radius must make a Con save against your spell save DC or be blinded until the end of your next turn.   Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.   ASI: At level 4 you get an ability score improvement.   Glimmering Aura(Cost 3 points):At level 5 you can fortify your allies from danger. As an action on your turn you can share some of your radiance with an ally within 30ft of you, (this takes the form of a shimmering translucent crown or sparkling aura) and allow them to gain temporary hit points equal to 2d10+ your Charisma modifier. While the targets have these temp hit points, you gain the following benefits.
  • You are resistant to radiant damage and resistant to necrotic.
  • You deal an extra d6 of radiant on melee attacks.
Radiant Shine Improvement: At level 6 your radiant shine is improved. You can select up to your Charisma modifier number of creatures to not have to make a save against being blinded.   Restorative Light: At level 6 you gain access to the spell Lesser Restoration, and can cast it once a day without using a spell slot.   Radiant Boost(Cost 5 points): At level 7 you get you're first super ability. As a bonus action you shoot off radiant light that targets hostile creatures within 60ft of you. You select up to your Charisma modifier of hostile targets, each target must make a Dex save against your spell save DC on a failure the target takes 3d8 radiant damage and attacks made on afflicted creatures have advantage for the next 5 rounds. On a success the creatures take half damage and aren't afflicted by the advantage.   ASI: At level 8 you get an ability score improvement.   Improved Restorative Light: At level 9 you gain access to the spell Greater Restoration, and can cast it once a day without using a spell slot.   Shimmering Smirk: At level 10 you are a beacon of radiance. You can emit 20ft of bright light and 20ft of dim light for a total of 10 minutes and can be used twice per long rest, while emitting this light you and any allies within 20ft of you have advantage on saving throws against being blinded.   Expertise: At level 10 you can choose two more skills you're proficient in to gain expertise.   Gleaming Shine(Cost 7 points): At level 11 you acquire another unique ability. As an action your eyes gleam with a vibrant glow and you can chose one of these effects.
  • As the wind howls and swirls around you increase the speed of yourself or one ally (within 50ft of you), doubling their movement speed, vertical and horizontal jump distance and giving them advantage on dex saves for 1 minute.
  • As the muscles tense and the adrenaline flows you increase your own or one of your allies strength (within 20ft of you), giving them advantage on STR checks and Saves, and allowing them to have an extra attack for 1 minute.
  • You allow your charm and wit to be passed on to another, any one ally within 10ft of you can increase their Charisma score to match yours for 1 hour and has advantage on persuasion and deception checks.
ASI: At level 12 you get an ability score improvement.   Radiant Soul Ultimate(Illuminating Boom) (Cost 10 points): At level 13 you unlock your first Ultimate ability. As your body glows in a quick flash of radiant light, you feel a bolt of radiant light shoot out from you and target up to three enemy or three allied creatures within 100ft of you that you can see. If the creature is an ally the target regains half of its total hit points (rounded down) (if the creature has 100 total hit points its healed for 50 from where its at). If the creature is an enemy the target must make a Con save. On a Fail the Creature takes 8d8 radiant damage and they are blinded until they pass the con save at the end of their turn, or until 1 minute passes. On a Pass they take half damage and are not blinded.   Eyes of the Blessed(Cost 3 point): At level 14 your practice with the radiance that is inside of you grows and you can now focus the light. For 1 point you can cause the swirls in your eyes to spin at such speeds they look stagnant, while doing this you gain the following benefits for the next 4 hours.
  • You can see in Magical Darkness and regular Darkness as if it were day.
  • You can see the silhouette of invisible creatures that aren't under some form of divine protection.
  • You have a greater intuition (advantage on insight checks).
  Star of the Show: At level 15 your overwhelming confidence is explosive enough to draw eyes to you. When trying to distract, divert attention, or bring the focus on yourself you can force up to three targets to make a Wisdom saving throw against your spell save DC. If they fail they are focused on you for the next 10 minutes, enemies will try to attack you and only you, NPC's will talk to you and be charmed by you. This applies to Enemies, Allies, and NPC's. If they Succeed they are unaffected and are immune to this affect for 3 days.   ASI: At level 16 you get an ability score improvement.   Radiant Soul Ultimate(Radiant Soul) (Costs 15 points): At level 17 you achieve the pinnacle of your radiant abilities, your body glows as light flows off of you and the image of a creature envelopes you( the look is up to you, the creature is glowing whatever color you wish). As this image of your soul envelopes you you gain the following benefits for the next minute.
  • You gain a plus 2 to AC.
  • Your melee attacks deal an extra 2d6 radiant damage.
  • You're resistant to necrotic damage and immune to radiant damage.
  • As an action you can shoot a beam of radiant light from your hands that deals 6d8 radiant damage, (it is 1d20+CHA+proficiency and counts as a ranged attack).
  • You gain an extra attack.
  • You emit a healing Aura that is 30ft, As an action you can send a surge of energy in this aura healing your allies within this range 2d10+ your charisma modifier.
  • Once the minute has passed you must make a con save DC 20 on a fail you gain two levels of exhaustion.
Glimmer of Hope: At level 18 your Glimmering Aura gets an overhaul the hit die are now 2d12's instead of 2d10's, and the extra d6 that is granted turns into a d8.   ASI: At level 19 you get an ability score improvement.   Perfected Soul: At level 20 your soul within can reach others if you summon it. When you use the Radiant Soul ability you can spend an extra 5 points to have the soul cover another target within 60ft of you that you can see instead of yourself. While enveloped in the soul the soul changes color and form to suit the user, the creature gains all the same benefits, and must make the con save afterwards.


Starting Equipment

Any simple weapon 15 gold Plain Hand Mirror Supply bag Ringed Protective gear (Chain shirt)


Spellcasting

Spell attack modifier: Proficiency mod+ Charisma Mod Spell save DC: 8+Proficiency mod+ Charisma Mod

Cure Wounds: 1st level Casting time: 1 action Duration Instant A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Bless: 1st level Casting time: 1 action Duration 1 min Concentration You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Radiant Force: 1st level Casting time: 1 action Duration Instant Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Calm Emotion: 2nd level Casting time: 1 action Duration 1 min Concentration You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Aid: 2nd level Casting time: 1 action Duration 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Prayer of Healing: 2nd level Casting time: 10 min Duration Instant Up to six creatures of your choice that you can see within range (60ft) each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Beacon of Hope: 2nd level Casting time: 1 action Duration 1 min Concentration This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Fast Friends: 3rd level Casting time: 1 action Duration 1 hour Concentration When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.   You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.   When the spell ends, the creature knows it was charmed by you.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Mass Healing Words: 3rd level Casting time: 1 action Duration Instant As you call out words of restoration, up to six creatures of your choice that you can see within range (60ft) regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Incite Greed: 3rd level Casting time: 1 action Duration 1 min Concentration When you cast this spell, you present the gem used as the material component and choose any number of creatures within range (30ft) that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Revivify: 3rd level Casting time: 1 action Duration Instant You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Aura of Vitality: 4th level Casting time: 1 action Duration 1 min Concentration Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 3d6+ your charisma modifier hit points.
Aura of Purity: 4th level Casting time: 1 action Duration 10 min Concentration Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Dominate Person: 5th level Casting time: 1 action Duration 10 min Concentration You attempt to beguile a humanoid that you can see within range (60ft). It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.   At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Sickening Radiance: 5th level Casting time: 1 action Duration Instant Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range (60ft). The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 5d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Heal: 6th level Casting time: 1 action Duration Instant Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th
Mass Suggestion: 6th level Casting time: 1 action Duration 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range(60ft) and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.   If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.   At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Divine Word: 7th level Casting time: 1 Bonus Action Duration Instant You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range(30ft). Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Dominate Monster: 8th level Casting time: 1 action Duration 1 hour Concentration You attempt to beguile a creature that you can see within range(60ft). It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.   At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Glibness: 8th level Casting time: 1 action Duration 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Charismatic Shield: 2nd level Casting time 1 action Duration 1 minute Concentration Using your encouraging words you can boost an allies defenses within 60ft of you. As radiant energy dances around your targets feet and body they can add your Charisma modifier to their AC as the radiant light jumps up to stop attacks.
Mind Blank: 8th Casting time: 1 action Duration 24 hours Until the spell ends, one willing creature you touch is immune to radiant damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Radiant Prison: 7th level Casting time: 1 action Duration 1 hour An immobile, radiant, cube-shaped prison composed of magical force springs into existence around an area you choose within range(100ft). The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.   A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.   When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.   A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.   This spell can't be dispelled by dispel magic.
Prayer of the Dammed: 6th level Casting time: 1 action Duration 1 minute Concentration Choose one creature that you can see within range (30ft). The target falls to their knees as their eyes become white and they are forced to pray for the duration. Creatures that can't be charmed are immune to this spell. A praying creature must use all its movement to pray without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a praying creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Mass Heal: 9th level Casting time: 1 action Duration Instant A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

 


Created by

Chernandez930.

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