Lightworker
Hit Points
Hit Dice: d6 per Lightworker level
Hit Points at first Level: 6+ your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Lightworker level.
Proficiences
Armor: None.
Weapons: Daggers, Quarterstaffs, Light Crossbows, darts.
Tools: None.
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, Religion.
Overview & Creation
Compared to other races, the Lightworker is a rather new addition to the lands. While history has shown the existence of lightworkers, this has been rare. Perhaps one the most prominent lightworkers in all of history is that of Zed, celebrated worldwide by all races, but especially the Edician Races. His connection to the light of the multi-verse allowed for him to restore the magic of the Auratris, the powerful tree known as the wishing tree. More recently, the practice of the lightworker has become more noticeable thanks to the presence of the Zarian Race. Coming from an alternative realm, they are masters of Lightworker practice and even share their wisdom with other, spawning new Lightworkers. Some come across these abilities by their own practice, but due to the difficulty of this magical expression, doing so is rare. Most Lightworkers have a mentor, teacher, or guru to guide them through the spiritual work in order to access these abilities. This has led to Lightworker occasionally being referred to as a “Zarian Monk”.
Masters of Cosmic Force
The Lightworker is connected to the raw power of the forces of the cosmos. Unlike the willpower connection expressed by Elementals, the Lightworker does this through introspection and connection to their own inner spirit. By understanding and controlling one’s own flow of Ea, they can access the greater powers of the cosmos. As such, Lightworkers spend just as much time in meditation as they might in casting practice or study. For them, there is a certain balance in that must be maintained, and this is a core aspect of their practice. Non-Zarian Lightworkers will often subscribe to the Zarian way of life. Many walks of the Lightworker practice come from them, after all. Because of this, they are less likely to be attached to things and more likely to attuned to abstract ideas and practices. They will wear Zarian robes and will take specific time out each day to meditate.
While Elemental Channels have learned to draw power from their elements and Soulbond from the connection of their familiar, the Lightworkers have learned to allow the Aurea to flow freely through them. They can draw the forces of the cosmos directly into them, something that has caught the interest of higher authority. Questions are often raised as to whether Lightworkers should be considered a threat, or a powerful ally to exploit.
Being a Lightworker
To Be a Lightworker takes a great deal of practice and patience. This is something that reflects within a Lightworker. While Lightworkers believe that their method far exceeds others, they do not boast or condemn others. Rather, they take pity on those who cannot or are not a Lightworker and utilize their gifts to help such poor souls. This does not necessarily extend to the those who use Aurea for reckless violence and destruction. Zarians believe that Aurea is meant to be revered and is the Source of all creation. This means they believe that it’s purposes should be more benevolent or at least neutral. Those who hear rumors of the Lightworker have mistaken this practice as pacifism, which is not the case. A Lightworker will use the full force of their power to defend and protect those they love and the integrity of Aurea.
Many Lightworkers, even those who are not Zarian, are taken to the Zarian Plane at least once so as to learn Zarian culture and revel in the great might that is the Aurea or Creation energy. For those who are not Zarian, this is a transformative time for them that can completely alter their entire path and understanding.
If you are a Lightworker from the Zarian Plane, then you will need to know why you have decided to leave your longtime home in order to join tangible life. Were you concerned for the future of the cosmos? Did the idea of the tangible plane make you curious? Are you wishing to share your talents in a helpful manner? As for those who are not Zarian, you’ll need to come to understand how and why you chose the path of the Lightworker. Did you have a natural inclination that began to grow with time? Were your recruited by a Lightworker? Or did you become infatuated with the Zarian way and begin following a Lightworker? Either way, these are all concepts to delve into.
Class Features
Glowing Radiance
When you choose this class, you gain a prominent aura that is a part of you and your casting. When you cast spells, this light is the color observed by others in your casting. As you take lightworker, the light that is expressed will reflect you and your character, but also to an extent the path and powers with which you will focus. Using the chart below, you can select or roll for your color and traits. When you reach your 5th level you have gained a level of Wisdom that allows you to see the aura of other Lightworkers around them. Lightworkers of 5th level or higher can also see yours. Additionally, when you cast a spell of fifth level or higher, your eyes will glow with the color of your light, your aura will become prominent around you. The higher the spell beyond 5th, the more profound your light and aura. 5th level spells will cast bright light in a 10 foot radius and dim light an additional 10 feet. The range of this will increase by 5 feet for each additional spell level.
Solid Color Light Options
Roll a D10 |
Color |
Tradition |
Description |
1 |
Red |
Control, Change |
The color of courage and passion, those with red light are more assertive and expressive. |
2 |
Orange |
Creation, Control |
Orange wielders are thoughtful and have strong desires. They are in touch with their wants. |
3 |
Yellow |
Creation, Change |
Yellow light wielders are often cheerful and imaginative, easier at relationship building |
4 |
Green |
Control, Bond |
Those who emit green are loving and kind. They are often considered to be a healing, gentle presence. |
5 |
Blue |
Bond, Creation |
Blue light wielders are serene and calm, often intuitive and incredibly spiritual |
6 |
Indigo |
Change, Spirit |
These practitioners are heavily psychic. They often seek out spiritual truth and enlightenment. |
7 |
Purple |
Spirit, Dreamer |
These lightworkers are powerful but sometimes aloof, connected heavily more to spirit than physicality. They are often daydreaming or disassociating, but in times of magic, they are a force to reckon with. |
8 |
White |
All |
These wielders are pure and enlightened, they are helpful and always interested in sharing their teachings with others. Many grandmasters have white light. |
9 |
Pink |
Bond, Dreamer |
Those who emit pink are friendly and loving with no need of return. They unconditionally love and appreciate all things, sometimes even the darker things. |
10 |
Gold |
Change, Dreamer |
Those in gold are understanding and knowledgeable, but they are also always willing to do their part in service to others and the universe as a whole. |
Aurora Color Light Options
Color combinations are rare, but are equitable in power and versatility to the white light.
Roll a D6 |
Colors |
Description |
1 |
Purple-Blue |
The purple and blue combo indicates someone who is powerful and balanced. They are often both calm and calculated, capable of balancing between spirit and physical concepts. |
2 |
Blue-Green |
Those who are of the blue-green combo are balanced and serene, but find their serenity in their connection to others. They strive to build relationships and are most powerful when they have strong relationships with others. |
3 |
Green-Pink |
The green-pink combo indicates someone who is pure love. They see the best in all things and strive towards kindness first. They make fast friends and fall in love easily. They are most powerful with a close connection to help empower them. |
4 |
Pink-Purple |
The pink-purple combo are the humble healers of the world. They see the best, but also the broken and seek to heal the broken. They are a powerful force to utilizing their strengths to help and heal. |
5 |
Green-Yellow |
Imaginative and Kind, these casters are prone to creation, particularly those that incite and awe and wonder. They make wondrous creations then share them with the world. |
6 |
Red-Pink |
The red-pink combo indicates someone with protective spirit. They channel their light more often to protect those things that may be fragile or vulnerable. |
Connecting to the Light
You have learned through meditation how to replenish some of your own life force through the power of the energy that flows through you. Once per day, when you finish a short rest that is spent in meditation, you can recover some energy points. The amount that is recovered is equal to half your Lightworker level (rounded up).
For example, if you are a level 4 Lightworker, then you may recover 2 Energy points through this form of recovery.
Lightworker Traditions
As you reach your second level, your light has begun to take form, shape, color, and expression. Sometimes this follows alongside the path and tradition based on your mentor and practice, other times your soul expresses itself within this manner, especially if you have no Guru to guide you.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th.
Ability Score Improvement
When you reach 4th level, then 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.
Energy Rush
Starting at level 7, your connection to the flow of all magic has allowed you to move quicker with its assistance. You can now increase your speed by 15 feet moving forward.
Purity of Soul
Starting at 10th level, the flow of energy through you is so powerful that it boosts your immune system, granting you immunity from disease and poison.
Light Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level Lightworker spell and a 2nd level Lightworker spell that you know. You can cast those spells at their lowest level without spending Energy Points. If you want to cast either spell at a higher level, you must expend energy points as normal. This can only be done one time per short or long rest.
By spending 8 hours of meditation, you can exchange one or both of spells you chose for different spells of the same level.
Signature Casting
When you reach 20th level, you gain mastery over 2 powerful spells and can cast them with little effort. Choose two 3rd level Lightworker spells as your signature spells. You can cast each of these spells at their 3rd level once without expending energy points. When you do so, you can’t do so again without finishing a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Grand Master
Now that you have reached level 20, you are considered a Grand Master of the Lightworker Practice. You have learned to impart your knowledge onto others and teach others in the way of the Lightworker. You are even capable for creating your own following through the invention of your own practice. Any allies who wish to heed your practices you may grant one Lightworker cantrip and 1 first level Lightworker spell with Wisdom as their casting ability.
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
• (a) a quarterstaff or (b) a dagger
• An Arcane Focus
• (a) A Scholar’s Pack or (b) an explorer’s pack
• A meditation mat or cushion
Spellcasting
As a follower of the Lightworker practice, you have the ability to channel Aureos directly through you and release it in its most raw forms.
Cantrips
At 1st level, you know three cantrips of your choice from the Lightworker spell list. You learn additional cantrips at higher levels as shown on the table.
Spellcasting Ability
As a Lightworker’s magic comes from their ability to practice mindfulness and open themselves to the flow of mystical forces through them, their casting comes from Wisdom. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Lightworker spell you cast and when making an attack with one.
Spell Save DC= Your Proficiency Bonus+Your Wisdom Modifeier.
Spell Attack Modifier=Your Proficiency Bonus+Your Wisdom Modifier.
Spellcasting Focus
You can use an Arcane Focus as a spellcasting focus for your spells.
Lightworker Spells
Spell Level |
Class Spells |
Cantrips |
Action Image, Cape in the Wind, Dancing Lights, Detect Life, Gravity Blast,Find the Light, Fluttering Light, Halt, Hidden Pocket, Mind Blast, Minor Time Pass, Pocketswitch, Prediction, Push, Skew Time, Spellglobe, Spirit Blades, Temporal Beat, Temporary Wound |
1st Level |
Age, Alacrity, Bubble of Light, Comprehend Languages, Feather fall, Create Familiar, Dampen Movement, Discern History, Lesser Portal, Magic Archer, Magic Bomb, Mental Bindings, Opposing Force, Pool of Fate, Snap Star, Starsee, Stunt Reaction |
2nd Level |
Beast Sense, Blur, Calm Emotions, Arcane Lock, Déjà vu, Juxtapose, Lesser Mislead, Mindlink, Moonbeam, Old Town Road, Opening Down, Forcewave, Paradigm Shift, Recursive Knowledge, Suppress Reaction, Transposition, Temporal Freeze, Tether, Tick of the Clock |
3rd Level |
Aetherthread, Alimite’s Palm, Arcane Ties, Banner of the Stars, Beacon of Hope, Blink, Bind, Clairvoyance, Cosmic Vision, Counterspell, Create Steed, Dispel Magic, Elemental Portals, Fly, Magnetic Beam, Material Teleport, Saving Hand, Seer of the Window, Spatial Collapse, Spirit Guardians, Steps of the Tower, Switch Places, Vacuum Hand |
4th Level |
Autochronal Alteration, Banishment, Breath of Light, Arcane Eye, Greater Portal, Magic Ballista, Shared Memories, Shooting Star, Spiraling Light, Time Restoration, Walk the Ground, Weight of the World |
5th Level |
Awaken, Black Hole, Blink of Gravity, Contact Other Plane, Cover of Moonlight, Creation, Destructive Wave, Echoes of You, Bigby’s Hand, Dream, Legend Lore, Meteor Strike, Moonlit Death, Scrying, Time Slight, True Shield, Twist This Fate |
6th Level |
Chronostep, Contingency, Arcane Gate, Eyes of Six, Fluttering Swarm, Forced Perception, Forgotten Memories, Internal Tears, Morning Ray |
7th Level |
Fractosis Plague, Master Portal |
8th Level |
Amnesia Flurry, Demiplane, Feeblemind, Inner Light |
9th Level |
All Time Low, Astral Projection, Cataclysmic Wrath, Choir of the Ages, Divine Right, Eye of the World, Planar Portal, Sun Rises |
Subclass Options
Light worker Traditions
As a lightworker, you have the opportunity to select a tradition starting at 2nd level.
Tradition of Creation
As the name suggests, the tradition of the creation follows the principals of creating through magic. Those who fall into this tradition believe magic, especially lightworker magic, is intended to be used for the purpose of creating. It’s certainly not something to be squandered. Let your light shine and be known, show the whole world what you can do with it. Creation followers tend to be a little more expressive and demonstrative when it comes to their magic. This also helps them have perhaps the fullest ranks as their welcoming tradition allows others to join and follow easily. As individuals who believe in the creative potential for magic, those in this tradition are also on the forefront of protecting others from its misuse. They are heroes and defenders, ready to ensure those who use it for destructive purposes are brought to swift justice.
Energy of Creation
Starting at 2nd level, your energy allows you create items from your mind at will. As a bonus action, you may summon one of the following items.
•
Melee Energy Weapon: Your Energy takes the shape of a melee weapon of your choice. Regardless of the melee weapon shape that it takes, your weapon deals 1d6 radiant damage.
•
Ranged Energy Weapon: Your Energy takes the shape of ranged weapon capable of being sent towards an opponent. Regardless of the shape of your ranged energy weapon, it will have a range of 20/80 and will deal 1d6 radiant damage. Unless dissolved, your weapon will return to you automatically after use.
•
Energy Shield: You use your energy to provide greater protection, giving you +2 to AC during this use.
•
Light: You energy creates a bright light that shines for a distance of 60 feet, making area within that range as if in bright light and dim light 60 feet beyond that.
•
Portal: Your energy creates a portal providing you a jump to a space you can see within ten feet of you.
•
Light Show: Your energy can create little dancing lights. They can also take the form of small creates to mesmerize others.
Your created item may be dismissed as a bonus action. Only one energetic item can exist per free hand. This includes casting, as in, if a hand is being used to cast a spell, then any energy item created by that hand will automatically cease to exist.
Manifesting Health
Starting at the 6th level, your energy grants you the ability to heal yourself. As an action, you can regain hit points equal to three times your Lightworker level. You must finish a long rest before you can use this feature again.
Energy Form
Starting at level 10, you may summon an aura of Aurea that surrounds you and radiates all around you. This ability can only last for a total of one hour and cannot be accessed again until a long rest has been completed. When Energy Form is active, you receive the following attributes.
• You may fly with a speed of 30 feet.
• Any hostile creature within melee range of you must take 1d4 radiant damage if at the start of their turn.
Creative Soul
Starting at level 14, Your connection to Aurea grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1EP to reroll it and take the second result.
The Tradition of Control
This tradition is another of the common traditions among Lightworkers. In contrast to their creative counterparts, the tradition of control sees magic as a force of nature. Much like gravity, it cannot necessarily be fully controlled. But by controlling oneself, you may be able to guide its path. This is similar in concept to how gravity will guide a planet along its course around a star. This tradition first and foremost, focuses on the control of the self. If you do not have self-control then you won’t be able to truly control anything else. They then use this control to channel the forces at play such as light, gravity, and force. They are more akin to spells that push, pull, deal in gravity, and overall attempt control over others, themselves, or a situation. There is a certain lawfulness to them and their tradition, and they may sometimes attempt to force others to follow along with their ideals.
Slow Fall
Beginning at your 2nd level, you can use your reaction when you fall the alter the gravity surrounding you. This will allow you to reduce any falling damage you take by an amount equal to five times your Lightworker level.
Gravitational Barricade
Starting at level 6, a follower of the control tradition may use their energy to create a cage of gravitational force. These walls are built in order to trap foes or prevent those attempting to pass dangerous portals. Coming into contact with these walls deals 1d4 force damage to the trapped creature or person. Should they be immune to force damage, they will still be bounced back by the wall, preventing them from passing through it. The Gravitational Barricade lasts 1d6+1 turns or until taken down by the caster using a bonus action. This feature cannot be used again until a long rest.
Gravitational Travel
Starting at 10th level, your influence over gravitational forces allows you to levitate over the ground at all times, eliminating restrictions from rough terrain. Additionally, you may choose to use your power to grant yourself flight. When you do this, you will gain a flying speed equal to your walking speed for thirty minutes. You will need to take a long rest in order to access flight following use.
Protective Field
Starting at level 14, when you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
The Tradition of the Spirit
This tradition is one of the most peaceful among the traditions, even more so than the tradition of Spirit. While the many other forms choose to focus on the magical prowess provided by their tradition, the tradition of the journey focuses more on their spiritual journey and growth than they do anything else. These are the true pacifists who see violence as a form of defense only to be used in dire circumstances. Even in the face of death, they may choose their own spirit’s well being over their defense. Those in this tradition are typically kind and loving souls who enjoy the simple things. They also normally congregate into small groups sharing in their journey together. They meditate, work on art, play music, and even play games. They can be some of the most fun loving of all the traditions. Their connection with themselves and their spiritual path has opened them up to the universe, granting them visions and allowing them to open their mind’s eye.
Focused Future
Your meditative connection with your spirit and opening of your mind’s eyes has allowed for the future to press into your awareness. When you finish a long rest, roll 2 d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Self Aware Connection
Your connection with your inner self has made you aware of your magic points. Through meditation, you can gain greater access to the magic of the cosmos. Whenever you use your Connection to the Light Feature, you may restore EP equal to your level with the completion of a meditation or short rest as opposed to half your level.
The Third Eye
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated, or you take a short or long rest.
Darkvision. You gain Darkvision out to a range of 60 feet, as described in chapter 8, “adventuring”.
After Sight. You can see into the After Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Greater Focused Future
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Focused Future feature rather than 2.
The Tradition of the Dreamer
This tradition is affectionately referred to as Dream walking, even within those who practice this tradition. Dream walkers are not the most common, or even consider themselves to be the most powerful, but they are certainly a unique tradition. As their moniker suggests, Dream walkers find their power in a state of rest. In their practice, the spirit is made of pure magic and therefore the most powerful weapon as a Lightworker. They likewise believe in the certain creative magic of dreams, also putting this magic to great use. Those who practice the tradition of the Spirit are often peaceful in nature. They are more passive and exploration. In their dream walking state they can travel and explore without the restraints of their physical form. There is also a level of levity and freedom to them, even in their waking presence. They often seem rested and cheerful, even in the face of adversity. This is often attributed to the amount of meditation and spiritual work they are often part of.
Dream Walk
As an action, you may enter a meditative state called Dream Walking. In this state, your soul leaves your body as an ethereal, magical form. Your body becomes unusable accept to concentrate and you will instead embody a spirit creature, which will share stats with you. You may cast spells from your astral form using your astral form as the focus for any spells requiring a focus. Your astral form may not make any physical attacks, use weapons, or carry armor of any kind. Any bonuses from these will need to taken off. If your astral form’s HP is reduced to 0, it will return to your body and you become unconscious for 1d4 turns. You also won’t be able to re-enter your astral state until completing a long rest. If your physical body takes damage, you will need to make a constitution saving throw to determine if you maintain concentration. If concentration brakes, your astral form returns to your body and you become conscious. You will not be able to re-enter the astral state for 1d4 turns. If at any time you would like to end using your astral form, you may cease this ability with a bonus action.
At any given time, your Astral form can only be 60 feet away from you.
Dream Visitor
When in your astral state, you are capable of entering the dreams of others. You can visit the dreams of any individual who you have met, allowing you to communicate or even experience their dreams. In your astral form, attacks in dreams are treated as if they are real and will damage your astral form. Likewise, you may interact in dreams to inflict damage on a foe in a dream. If you can reduce their HP to zero in their dream, it will inhibit their thinking ability after they awake and until their next long rest. Any checks they make requiring intelligence will have disadvantage and any checks imposed on others by them requiring intelligence are rolled with advantage.
You may only enter one person’s dreams once per long rest.
Dream Explorer
Your dream walking has taken on a new form. You can now send your astral form to any location on the plane of existence you are on. Alternatively, you may visit the dream plane. You can only travel at this capacity for a maximum of 10 minutes and cannot activate this feature again until you have completed a long rest.
Sleeping Guardian
You have gained the ability to minimally dream walk in full sleep. Whenever you take a short or long rest, you may cast your astral form. During resting time, your astral form cannot use other features and can only cast cantrips until the rest is complete.
The Tradition of the Bond
A great quote of this tradition is the following: “Love is a light and it’s one worth fighting for.” The tradition of the Bond, much like the tradition of change, is a newer and rarer tradition among the Lightworkers. This is because one of it’s key principals is in stark contrast to a key thought of the Lightworkers. All other traditions warn against attachments of any kind as distractions and sometimes something leading up to one’s undoing. The tradition of the bond has found that there is a certain magic to the bond between two people. This is the premise of their tradition, that love is a magic powerful and usable by Lightworkers. Because of this, the tradition of the bond has become a welcome to lightworkers who find themselves lovestruck or strongly connected to someone they care about. They seek to form these strong bonds to improve and increase their magic. This bond, once created, is referred to as “Heartstrings”.
Heartstring Bond
Beginning at 2nd level, you form a bond with someone you care deeply about. You must know who this person is and they must be a willing individual for this connection. Once you have created this connection, you will have the following benefits:
• You can sense when your bond is near, but also when they are in danger or hurting.
• You can communicate with your bond using the connection, allowing the two of you to exchange information through this connection.
• As your light seeks to protect them, you may share any amount of your HP or EP with them at any time.
• You have advantage on saving throws against being charmed and cannot be seduced by magical means.
You may only have one bond at a time. In order to create a new bond or switch your bond, you must take 8 hours to complete the bonding ritual with that individual. If you bond should ever become unwilling to maintain the bond for any reason, then the connection will immediately sever until the ritual is completed with them or another individual.
Mutual Bond
Beginning at 6th level, your bond has begun to learn how to use the bond as a way to help you. Your bond may send to you EP and HP equal to both of your proficiency bonuses combined. This feature can only be used once for each shared item per long rest.
Perilous Assistance
Once you reach 10th level, your heightened ability to send when your partner is in danger and practice in lightwork has allowed you to use your connection go to their aid. Once per long rest, you are able to use an action to teleport directly to your bond’s location. This can occur at any distance so long as they are within the same realm of existence as you. Alternatively, if your bond is willing, you may instead use this action to teleport them to you for assistance.
Power of the Bond
Starting at 14th level, the connection between you and your bond has become so strong that it now serves as a source of magic all of its own, producing magic to benefit you and your Bond. You may now add EP equal to your proficiency modifier to your permanent EP pool. Your bond may also do the same.
The Tradition of Change
The Change tradition is the newest of all the traditions, only appearing within the previous century even for Zarians themselves. Despite this, there are some, even non-Zarian, who are capable of mastering some of their techniques. The tradition of Change has come to recognize that the only constant in all of the multi-verse is change. They embrace this change, welcome it, and sometimes even help it. They are the developers of an off branch of Lightworker magic, temporal magic. This is the art of using your Aurea to influence the bounds of time. As time is a neutral power, welcoming both creation and entropy, those in this tradition have come to accept death and destruction as a fact of life. Despite their attempts to avoid death using their temporal magic, there is an understanding among this tradition that death is a beautiful and welcoming thing that cannot be stopped once in progress. Those in this tradition have also observed that time is more illusive than once thought, with a possibility of multiple versions of the multi-verse and several timelines. It’s rumored some have even visited them to observe the differences. This has made the tradition of change perhaps the most curious and archaeological of them all. Nevertheless, it can also be the most strict. Time magic is more dangerous than any other. Those welcomed into this tradition are required to take the oath of Change prior to joining this tradition. Breaking that oath can result in a permanent loss of magic and exile to the non-magical world of Earth. They also are the developers and maintainers of Temporal Law, capturing and prosecuting anyone who breaks said laws even if they have not taken the oath. Because of this, Temporal Law is a basic lesson for all Lightworkers.
Time Armor
Starting at level 2, a follower of temporal tradition receives an ability to create a time slowing bubble that will increase their AC by +2 regardless of Dexterity or armor. This “armor” cannot be broken or removed accept in the case of unconsciousness or death. If a practitioner of the tradition of change reaches an HP of 0, then they lose the AC bonus.
One Last Breath
Starting at level 6, Temporal practitioners are capable of using a reaction to slow time and prevent all damage but one hit point. This may be cast for themselves or on a target ally or creature. This feature cannot be used again until a long rest.
Temporal Flow
At 10th level, taking a round to focus on the flow of time, you can stop the flow of time temporarily for all hostile targets within 35ft radius centering you, they must make a constitution save and on fail they are stunned until the beginning of your next turn. You can use this ability once per long rest.
Timeless Body
At 14th level, the temporal energy within you sustains you so that you suffer none of the frailty of old age, and you cannot be aged magically. Additionally, you age at a slower rate, making 10 years only produce one year of age. Finally, you no longer need to eat or drink.
Level | Proficiency Bonus | Features | Energy Points (EP) | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|
1 | +2 | Spellcasting, Glowing Radiance, Connecting to the Light | 2 | 3 | 2 | - | - | - | - | - | - | - | - | |
2 | +2 | Lightworker Traditions | 3 | 3 | 3 | - | - | - | - | - | - | - | - | |
3 | +2 | - | 8 | 3 | 4 | 2 | - | - | - | - | - | - | - | |
4 | +2 | Ability Score Improvement | 10 | 4 | 4 | 3 | - | - | - | - | - | - | - | |
5 | +2 | - | 16 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | +3 | Tradition Feature | 19 | 4 | 4 | 3 | 3 | - | - | - | - | - | - | |
7 | +3 | Energy Rush | 23 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | +3 | Ability Score Improvement | 27 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9 | +4 | - | 36 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | +4 | Tradition Feature, Purity of Soul | 41 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | |
11 | +4 | - | 47 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12 | +4 | Ability Score Improvement | 47 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
13 | +5 | - | 54 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | +5 | Tradition Feature | 54 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
15 | +5 | - | 62 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16 | +5 | Ability Score Improvement | 62 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
17 | +6 | - | 71 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18 | +6 | Light Mastery | 76 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19 | +6 | Ability Score Improvement | 82 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20 | +6 | Signature Spell, Grandmaster | 89 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |
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