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Seventh Light

Light of the Soul

Beginning when you choose this archetype at 3rd level, you are a vessel for the seven lights. As an action, you can shed this light. Creatures of your choice within 30 feet of you regain hitpoints equal to your Charisma modifier, and the other creatures in range must make a Charisma saving throw or take 1d12 + your Charisma modifier in radiant damage. If you use this feature when you can see a moon, the sun, the stars, a celestial, or a god, you can choose to double the healing or damage. Once you use this feature, you can't use it again until you finish a short or long rest. At 10th level, you can use it twice between rests, and three times between rests at 18th.

Divine Ascendancy

At 7th level, effects that detect celestial creatures detect you as such. Additionally, your jump length and height equal your speed, as wings briefly appear to carry you.

Bright Aspect

At 10th level, the light within you augments your physical abilities. Choose one of the following features. Bright Eye. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Bright Hand. If a creature starts its turn grappled by you it takes radiant damage equal to your Charisma modifier. Bright Mind. You can't be forced to act against your will, as with a dominate spell or other mind controlling effect.

Soul Of Judgement

At 15th level, you stand to judge those you oppose. When you score a critical hit, you add your level in radiant damage to the roll. Additionally, when you kill a creature, you can deem it unworthy. If you do, it can't ascend to a higher plane unless it dies again.

One Of Seven

At 18th level, you can channel the power of all the Seven within you as an action. You gain 7 times your level in temporary hitpoints. While these temporary hitpoints last, whenever a creature that can see targets you with an attack or effect, it must make a Constitution saving throw (DC 8+ *your Proficiency bonus + your Charisma modifier) or be blinded until the end of its turn. Once a creature succeeds on its saving throw against this effect, it is immune to it for the next 24 hours. You can't use this feature again until you finish a long rest.

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