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