Luminescent Legionnaire

== Luminescent Legionnaire ==
The Luminescent Legionnaire is a beacon of divine power, a warrior blessed by celestial beings to combat the forces of darkness. They wield radiant energy and powerful weapons to defend the innocent and uphold justice.
==== Key Ability ====
Strength or Charisma - Your character's key ability score is either Strength or Charisma. Choose one at 1st level. This choice influences your overall combat style and divine abilities.
==== Hit Points ====
10 + your Constitution modifier. You increase your maximum hit points by this number at 1st level and every level thereafter.
==== Proficiencies ====
Perception: Expert
Saving Throws:
* Fortitude: Expert
* Reflex: Trained
* Will: Expert Skills: Choose four skills at 1st level, plus a number equal to your Intelligence modifier. You are trained in these skills.
==== Attacks ====
Simple Weapons: Trained
Martial Weapons: Trained
Unarmed Attacks: Trained
==== Defenses ====
Armor Proficiency:
* Light Armor: Trained
* Medium Armor: Trained
* Heavy Armor: Trained
* Unarmored Defense: Trained
=== Class Features ===
* Divine Smite (1st Level): Once per day, you can channel divine energy into your weapon. As a free action, when you hit with a melee weapon attack, you can deal an additional 1d6 radiant damage. This damage increases by 1d6 at 3rd level and every two levels thereafter (to a maximum of 10d6 at 19th level).
* Heavenly Aura (1st Level): You emit a radiant aura that bolsters your allies and hampers your enemies. Allies within 10 feet gain a +1 status bonus to saving throws against fear effects. Enemies within 10 feet take a -1 penalty to saving throws against your spells and abilities.
* Angelic Guidance (2nd Level): You gain the ability to call upon celestial guidance. Once per day, you can reroll a failed attack roll, skill check, or saving throw. You must use the second result, even if it is worse.
* Celestial Weaponry (4th Level): You gain the ability to imbue your weapons with radiant energy. As a free action, you can cause any weapon you wield to emit bright light in a 20-foot radius and dim light for an additional 20 feet. This light is considered daylight for the purposes of overcoming darkness and invisibility effects.
* Wings of the Seraph (6th Level): You gain the ability to sprout angelic wings. You can manifest or dismiss these wings as an action. When manifested, you gain a fly speed equal to your land speed.
* Radiant Shield (8th Level): You gain the ability to create a shield of divine energy. Once per day, as a reaction, you can create a radiant shield that grants you a +2 status bonus to AC for 1 minute.
* Divine Retribution (10th Level): When you are hit by a melee attack, you can use your reaction to deal radiant damage equal to your level to the attacker. This damage bypasses all resistances and immunities.
* Celestial Champion (12th Level): You gain resistance to fire and radiant damage equal to your level.
* Angelic Fury (14th Level): Your Divine Smite ability deals an additional 2d6 radiant damage (for a total of 12d6 at 19th level).
* Divine Intervention (16th Level): Once per day, you can call upon a powerful celestial being to aid you. This functions as the summon celestial spell, but it does not require any spell slots or components.
* Ascendant Form (18th Level): You can transform into a powerful angelic form for 1 minute. In this form, you gain the benefits of the fly spell, a +4 status bonus to AC, and resistance to all damage equal to your level.
* Seraph's Judgment (20th Level): You can unleash the full power of your divine energy in a devastating attack. Once per day, you can use your Divine Smite ability to deal maximum damage, bypassing all resistances and immunities.
=== Luminescent Legionnaire Feats ===
* Angel's Grace (Feat 1): Your movements are graceful and fluid. You gain a +1 status bonus to Acrobatics checks and Reflex saving throws.
* Divine Presence (Feat 2): Your presence inspires your allies. Allies within 30 feet gain a +1 status bonus to attack rolls and saving throws against fear effects.
* Radiant Strike (Feat 4): When you use your Divine Smite ability, you can choose to deal half of the additional damage as radiant damage and half as fire damage.
* Heavenly Resolve (Feat 6): You gain immunity to fear effects.
* Holy Avenger (Feat 8): You can designate one of your weapons as a holy avenger. This weapon gains a +1 status bonus to attack and damage rolls and deals an additional 1d6 radiant damage.
* Angelic Healing (Feat 10): You can use your divine energy to heal others. Once per day, you can cast heal as a 4th-level spell without expending a spell slot.
* Celestial Sentinel (Feat 12): You can use your reaction to teleport up to 30 feet to an unoccupied space you can see when an ally within 30 feet is attacked, becoming the target of the attack instead.
* Radiant Burst (Feat 14): You can release a burst of radiant energy. Once per day, as an action, you can deal 8d6 radiant damage to all enemies within 30 feet. Each creature can make a Reflex save to take half damage.
* Angelic Wrath (Feat 16): You can use your Divine Smite ability twice per day.
* Divine Ascent (Feat 18): You gain a fly speed equal to twice your land speed.
* Seraphic Aura (Feat 20): Your Heavenly Aura extends to 30 feet, and allies within this aura gain resistance to all damage equal to your level.