The Lightbender

***Whether wandering sage, righteous warrior, or healer, the Lightbender weaves magic through faith and emotion to conjure weapons, smite evil, travel vast distances, and heal wounds. Also called Enathim, they serve as formidable scions of the celestial planes.***

# Class Features

As a Lightbender, you gain the following class features.

##### Hit Points

**Hit Dice:** 1d8 per Lightbender level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Lightbender level after 1st

##### Proficiencies

**Armor:** Light armor.

   **Weapons:** Simple weapons, short swords.

**Tools:** Calligrapher's tools

**Saving Throws:** Charisma, Wisdom

**Skills:** Choose any three from Religion, Arcana, Acrobatics, Intimidation, Persuasion, Perception, Medicine, Insight, Survival, and Investigation.

##### **Equipment:**

You start with the following equipment, in addition to the equipment granted by your background:

* A holy symbol
* Travelling clothes costing less than 10 gp.
* Calligrapher’s tools.
* Leather armor.
* A shortsword or 2 daggers.

## **Lightbending**

Perhaps the most renowned of their abilities, the Lightbender’s light bending is a powerful brand of magic. Summoning energy from a celestial plane, the Lightbender can conjure weapons, cast spells, and protect themselves and others. The summoned light is most often a bright yellow-orange, but it can be any color in the visible spectrum, generally slightly different for each Lightbender.

As you level up, you gain spell slots as shown in the Lightbender table, and you have access to every spell on the Lightbender Spell List. The damage from Lightbender spells you cast is radiant damage instead of whatever other damage types it has.

Whenever you complete a long rest, you may prepare a number of spells from the Enathim spell list equal to 1/2 your level (rounded down) + your wisdom modifier. These spells must be spells for which you have slots.

## **Manifestative Equilibrium**

Lightbenders, as the chosen few of the embodiment of willpower and free choice, have the unique duty of enforcing cosmic laws. As such, they often find themselves facing off with incredibly powerful beings, including gods, demons, and horrors from the great beyond. Because of this, they have been granted the ability to make their willpower equal to that of their opponents. As an action, you may focus on a hostile creature within 1,000 feet of you. Make a charisma save (DC=that creature's highest ability score). On a successful save, your charisma score becomes equal to the highest ability score of the target until you finish a long rest or until the target is defeated, whichever happens first.

## **Astral Body**

One of the Lightbender’s more little-known abilities, the Astral Body is the ability for the Lightbender to project their consciousness into an invisible, intangible form. Entering your Astral Body is a free action. This body has a fly speed of 50 ft, and is undetectable except by detect magic, true seeing, another Astral Body, or any other such effect. While in the Astral Body, you can see magical effects as a faint glow similar to the *Detect Magic* spell. You may return to your body as a bonus action, and while you are in this form your body is unconscious but unharmed. In this form you may pass through up to three feet of dirt or wood, a foot of stone, an inch of metal, or a thin layer of lead, but no more. While in your Astral Body you cannot cast spells, take actions, or affect the physical world in any way, and because of this, you may freely enter your Astral Body while incapacitated or bleeding out. The range on your astral body is your Wisdom modifierx100ft. For every round your Astral Body exceeds this range, you may attempt a Wisdom save to avoid 1d8 psychic damage. (DC=8+1 per every 10 ft exceeded)

## **Defensive Willpower**

Beginning at level 2, your willpower protects you in combat. While not wearing armor or using a (non-conjured) shield, your AC is equal to 10 + your dexterity modifier + your charisma modifier.

## **Enathic Focus**

Each Lightbender chooses an Enathic Focus, a specific way in which they utilize their willpower and lightbending abilities. Your choice grants features when chosen, and then again at levels 7, 14, and 20.

Astral Wanderer

Empathic Sage

Luminant Guardian

Radiant Warrior

## **Ability Score Improvement**

At level 4, and then at level 8, 12, 16, and 20, you may increase one ability score by two or increase two scores by one. You may choose to take a feat instead.

## **Potent Light**

At level 5, the light you summon increases in energy. Whenever you expend a spell slot, you may attempt a charisma save. On a success, the slot is not expended.

Potent Light DC Table
 2nd Level Slot
 3rd Level Slot
 4th Level Slot
 5th Level Slot

## Purifying Manifestation

At 6th level, you learn to overpower hostile abilities using your mind. As an action, you may end a negative condition on yourself.

## Burning Soul

At 10th level, the fire in your spirit grants you resistance to necrotic damage. Additionally, you may use your Purifying Manifestation feature even if the condition you are ending prevents you from taking actions.

## Ardent Endurance

At 16th level, your willpower becomes extremely difficult to overcome. Whenever you fail a saving throw, you may choose to succeed instead. You may use this feature a number of times equal to your charisma modifier and regain all expended uses when you finish a long rest.

## Cosmic Justiciar

At 18th level, you are recognized by interdimensional forces as an arbiter of cosmic law. You gain the ability to cast *Gate* as an action once per long rest. Gates you create in this way can't be prevented by deities or other planar rulers.