Behold the Beacon
Starting at 3rd level, you know the light cantrip. When you
cast the light cantrip, you can instead have it create a 60-foot
tall cylinder of bright light centered on the object, with a
radius of 10 feet. This cylinder sheds dim light for an
additional 10 feet. Constitution is your spellcasting ability for
this spell.
Brilliance
Beginning when you choose this path at 3rd level, you can
burn with inspiring light on the battlefield. While you're
raging, you shed bright light in a 10-foot radius and dim light
for an additional 10 feet. The radius of the bright light and
dim light increases to 20 feet beginning at 14th level.
Additionally, as a bonus action on your turn, you can choose
one friendly creature you can see other than you within the
bright light you shed and bestow it with a modicum of your
glow. Until the start of your next turn, it gains temporary hit
points equal to 1d4 + your Barbarian level, and it sheds dim
light out to 5 feet.
Reproving Glare
At 6th level, while you're raging, when a creature within the
bright light shed by you hits you with an attack, you can use
your reaction to force it to make a Constitution saving throw
(DC equal to 8 + your proficiency bonus + your Constitution
modifier). On a failure, the creature is blinded until the end of
your next turn, or until it leaves the bright light. You can use
this ability only once per rage.
Step on a Sunbeam
At 10th level, when you are in bright light, as a bonus action
you can teleport up to 60 feet to an unoccupied space you can
see that is also in bright light. Once you have used this ability,
you must complete a short or long rest before you can do so
again.
True Luminance
Starting at 14th level, while you're raging, hostile creatures
within the bright light shed by you take an amount of radiant
damage at the start of each of their turns equal to your
Constitution modifier. Additionally, the bright light shed by you
is considered sunlight.
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