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Path of the Dawn Herald

Inner Light

When you take this path at 3rd level, you become a conduit for light, allowing it to shine through you in battle. When you enter a rage, you can choose to begin glowing with magical light, shedding bright light in a 15 foot radius, and dim light for an additional 15 feet.   Additionally, you gain proficiency in the Persuasion skill, and can speak, read, and write Celestial.

Piercing Light

Also at 3rd level, you strike out with a blast of radiant light. Once per turn when you take the Attack action while raging and holding a simple or martial melee weapon, you can make a special magical attack, releasing a blast of radiant energy in a line that's 5 feet wide and 15 feet long.   Creatures in the line must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking radiant damage equal to 1d4 + your rage damage bonus + one third of your barbarian level on a failed save, and half as much on a successful one. If you're holding a heavy or versatile weapon in two hands when you make this special attack, it deals an additional d4 radiant damage.   Additionally, if you use your Reckless Attack feature, the line increases to be 5 feet wide and 30 feet long.

Radiant Aegis

At 6th level, you're able to call upon the light to shield you from harm. When you deal damage to a creature with your Piercing Light feature, you can immediately form a shield of light around yourself, which lasts until the end of your next turn. While this light surrounds you, you reduce any damage you take by an amount equal to your Constitution modifier + your rage damage bonus. You can use this ability only once per rage.

Lightbearer's Presence

Beginning at 10th level, you can use your action to awe someone with your radiant presence, inspiring them to aid you. When you do so, choose one creature you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be charmed by you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature takes damage, or if it ends its turn out of line or sight or more than 60 feet away from you. When this effect ends, the creature knows it was charmed by you.   If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Cascading Light

At 14th level, you can launch yourself into the sky, only to crash down somewhere nearby in a burst of brilliant and destructive light. As an action on your turn while raging, you can choose an empty space within 60 feet of you on the ground that you can see. You immediately move to that space without provoking attacks of opportunity.   All creatures within 10 feet of your new location must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), as light flares around you. On a failed save, a creature takes 4d6 radiant damage, and is blinded until the start of your next turn. On a successful save, a creature takes half as much damage and isn't blinded.

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