Radiance Pact

**Radiance Pact:**

**Alignment:** Any Good

**Bonus Language:** Celestial

**Bonus Skill:** Heal

**Pact Sacrifice:** Task: The entities of the positive energy plane do not grant their power without proof of its responsible use. Every level, you must perform a task set out by your patron (see Task Guidelines below)

**Pact Boons:** At 2nd level a warlock who has formed a Radiance pact gains a +2 bonus on saves against negative energy and death effects. He can also cast dancing lights, color spray, flare, and light at will. If he has light blindness or light sensitivity, those weaknesses are removed.

   At 6th level level the warlock gains spell resistance equal to 6 + his class level against spells with the [darkness] descriptor. His bonus to saves against against negative energy and death effects increases to +4 and he can now cast continual flame and daylight at will.

   At 10th level the warlocks bonus to saves against against negative energy and death effects increases to +6. He gains DR 5/magic and immunity to being dazzled or blinded by sources of  light.

   At 14th level the warlock’s spell resistance increases to 11 + his class level and his bonus to saves to +8. His DR changes to 5/evil.

   At 18th level the warlock is immune to negative energy and death effects and his DR increases to 10/evil.

**Pact Apotheosis:** The warlocks path in service of the lords of the positive energy plane reaches its zenith, and he can cast sunbeam and sunburst at will. Furthermore, as a swift action, he may become a being of pure light and energy at will. While in this form, he is incorporeal, gains a fly speed of 60 feet (perfect) and emits bright light in a 60 foot radius, normal light in a 120 foot radius and dim light in a 240 foot radius. This light is saturated with positive energy, healing living creatures 10 points and damaging undead for 10 points if they start their turn or enter the aura of bright light (and 5 points in the normal light). In the normal or bright radius, this light counts as natural sunlight against any creature vulnerable to it (such as vampires). Lastly, this light dispels any darkness it touches, no matter the level.

Least: 1st or higher; Eldritch Essence; (healing)

Channeling the raw energy of your patron, you become a conduit of vitality. When using this invocation, your eldritch blast becomes positive energy and the die size increases by one step. You can use this invocation a number of times per day equal to 3 + your Charisma modifier.

   You may also expend a use to cast lesser restoration. At 8th level this increases to restoration and further increases to greater restoration at 14th level. All versions do not require expensive material components.

**Life Link:**

Lesser: 3rd or higher; [good]

At a touch (standard action) you from an invisible bond between yourself and another willing creature, this creates a constant status effect on the bonded creature and has two primary uses.

   First: when one you are subject to an instantaneous beneficial effect that cures, heals or restores, you may divide that effect in any portion between you and the bonded creature. You cannot divide beneficial effects that are not expressed in a numerical value, though you may still give them. For example, you could share hitpoint or attribute recovery, but would have to decide whether to receive for yourself or give a remove fear effect.

   Second: you may divide or take negative effects from the bonded creature. If this is an instantaneous negative effect and is expressed in a numerical value (ability damage, HP loss, negative levels etc.) you choose how much to take. If it is an effect with a duration, you instead choose how many increments of the duration to take (Such as the fear spell). If an effect has a duration of permanent, or instantaneous without a numerical value, you must choose to take all or none of the effect (such as death or petrification). The decision to take a negative effect occurs after the bonded creature fails or succeeds on its saving throw, if it is allowed one. Lastly, if the effect you take did allow Fortitude or Will save, you are also allowed to attempt that save. If both you and the bonded creature succeed on a save of Fortitude or Will (partial), the effect that you would otherwise take is instead completely negated.

   This bond has a range of medium (100 feet + 10 feet per level) and lasts until the bonded creature leaves the range, you dismiss it (a free action) or bond with another creature. The bond persists even if you fall unconscious, though it is of little use while you are in such a state.

**Holy Light:**

Greater: 5th; Eldritch Essence; [good, light]

Infusing your eldritch power with the righteous might of the heavens and the raw energies of the positive energy plane, you smite any wicked being that dares cross you. Against good creatures on the moral axis, they take no damage or ill effect. Against neutral creatures on the moral axis, this invocation deals nonlethal damage and they must make a Fortitude save or be dazzled for 1 round per die of eldritch blast damage. Against evil creatures the damage is lethal, increased by one die size, and they must make a Fortitude save or be blinded for 1 round per die of damage. Undead creatures are not blinded, but must make a Will save or flee as if panicked for for 1 minute (treat this as if the undead creature was subject to the Turn Undead feat, including channel resistance).

**Prismatic Prophet:**

Bright: 7th, 8th or 9th; [light]

You have been granted the power to kill with all the colors of the rainbow. You can cast prismatic spray or prismatic wall a combined number of times per day equal to 3 + your Charisma modifier. At 18th level, add prismatic sphere to the list.