Luminarch
About this class
Luminarchs are the possessors of divine power. Their ties may come directly from a divine source or even a spark from within themselves. They are there to support their allies, lending aid and healing. Seeing a Luminarch can inspire bravery on the battlefield, or calm in quiet moments.
Included subclasses
Domains
Arcana
Splendor
Starting stats
Hope feature
Class features
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Radiant Light
Make a Spellcast Roll (10). On a success, you temporarily create a small orb of light, bright enough to light up a whole room. You can control the brightness and color of the light.
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Empassioned Act
Once per long rest, you can pick a domain card in your loadout and choose to either:
- Gain Hope equal to the level of the card.
- Clear Stress from an ally within Close range up to the level of the card.
Class items
- A lantern given to you as a gift
- A scroll that you cannot decipher
Character questions
Background prompts
- What moment connected you to your powers?
- Were you classically trained or did you come into your own?
- Who was the first person you helped?
Connection prompts
- When was the last time I came to your aid?
- Do you believe my skills come from a higher power?
- What chaos did we cause together?
Subclass cards
Printable via header menu
Dawnbound
Foundation
SPELLCAST TRAIT: Presence
Burgeoning Light: Make a Spellcast Roll against a target within Close range. On a success, spend a Hope and create a burst of light. You deal d12+3 magic damage using your Proficiency.
Bright Ward: When an ally takes damage while within Close range of you, you may mark a Stress to reduce that damage by 1d8.
Dawnbound
Specialization
Aegis of Sun: You can spend a Hope after an ally in Close range has an attack made against them to give them a +2 bonus to their Evasion against that attack.
Searing Ray: When you hit a target with your (Burgeoning Light) feature, they also become temporarily Restrained.
Dawnbound
Mastery
Revered Glow: Once per rest, you can clear a Hit Point from yourself and all allies within Close range of you.
Gleaming Ward: Your (Bright Ward) feature now reduces the damage your ally takes by 2d8 instead.
Veilpiercer
Foundation
SPELLCAST TRAIT: Presence
Know Reality: Twice per rest, when you interact with a target, you may spend up to 3 Hope and ask the GM one question about them for each Hope spent. A) What do they fear? B) What do they desire? C) What are they hiding? Their answer is revealed to you in a symbolic or dreamlike vision
Judgement: You may use your piercing knowledge offensively. When you deal magic damage to an adversary, you may mark a Stress to deal an extra 1d8 damage if you have used your (Know Reality) feature on them.
Veilpiercer
Specialization
Voice of Truth: When you use your (Know Reality) feature on an adversary, you may speak what you believe is the truth aloud. Once per long rest, when you correctly identify the truth, each adversary in front of you within Far range must make a Reaction Roll (14). Those who fail are temporarily Vulnerable.
Veilpiercer
Mastery
Shatter the Illusion: Once per rest, you can make a Spellcast Roll against all adversaries within Close range. Each adversary you succeed against takes d12 magic damage using your Proficiency. Additionally, anything that is hidden or disguised by magical means is revealed. If something is revealed you instead deal d20 magic damage using your Proficiency instead.
Startling Fact: Your (Judgement) feature now deals 2d8 extra damage instead.
Luminarch
Luminarchs are the possessors of divine power. Their ties may come directly from a divine source or even a spark from within themselves. They are there to support their allies, lending aid and healing. Seeing a Luminarch can inspire bravery on the battlefield, or calm in quiet moments.
Domains
Arcana + Splendor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A lantern given to you as a gift
- • A scroll that you cannot decipher
Luminarch’s Hope Feature
Glowing Resolve : Spend 3 Hope to bathe an ally within Close range in warm, radiant energy, making them Invigorated. While a player is invigorated they regain a Hope the next time they roll with fear and add an extra d6 to the result of their roll.
Class Features
Radiant Light
Make a Spellcast Roll (10). On a success, you temporarily create a small orb of light, bright enough to light up a whole room. You can control the brightness and color of the light.
Empassioned Act
Once per long rest, you can pick a domain card in your loadout and choose to either: - Gain Hope equal to the level of the card. - Clear Stress from an ally within Close range up to the level of the card.
Luminarch Subclasses
Choose either the Dawnbound or Veilpiercer subclass.
Dawnbound
Play the Dawnbound if you want to be the beacon of light amongst your party as you aid your allies.
Spellcast Trait
Presence
Foundation Features
Burgeoning Light: Make a Spellcast Roll against a target within Close range. On a success, spend a Hope and create a burst of light. You deal d12+3 magic damage using your Proficiency.
Bright Ward: When an ally takes damage while within Close range of you, you may mark a Stress to reduce that damage by 1d8.
Specialization Feature
Aegis of Sun: You can spend a Hope after an ally in Close range has an attack made against them to give them a +2 bonus to their Evasion against that attack.
Searing Ray: When you hit a target with your (Burgeoning Light) feature, they also become temporarily Restrained.
Mastery Feature
Revered Glow: Once per rest, you can clear a Hit Point from yourself and all allies within Close range of you.
Gleaming Ward: Your (Bright Ward) feature now reduces the damage your ally takes by 2d8 instead.
Veilpiercer
Play the Veilpiercer if you want to reveal the truth of those around you, with groundbreaking words.
Spellcast Trait
Presence
Foundation Features
Know Reality: Twice per rest, when you interact with a target, you may spend up to 3 Hope and ask the GM one question about them for each Hope spent. A) What do they fear? B) What do they desire? C) What are they hiding? Their answer is revealed to you in a symbolic or dreamlike vision
Judgement: You may use your piercing knowledge offensively. When you deal magic damage to an adversary, you may mark a Stress to deal an extra 1d8 damage if you have used your (Know Reality) feature on them.
Specialization Feature
Voice of Truth: When you use your (Know Reality) feature on an adversary, you may speak what you believe is the truth aloud. Once per long rest, when you correctly identify the truth, each adversary in front of you within Far range must make a Reaction Roll (14). Those who fail are temporarily Vulnerable.
Mastery Feature
Shatter the Illusion: Once per rest, you can make a Spellcast Roll against all adversaries within Close range. Each adversary you succeed against takes d12 magic damage using your Proficiency. Additionally, anything that is hidden or disguised by magical means is revealed. If something is revealed you instead deal d20 magic damage using your Proficiency instead.
Startling Fact: Your (Judgement) feature now deals 2d8 extra damage instead.
Background Questions
Answer any of the following, or create your own.
- • What moment connected you to your powers?
- • Were you classically trained or did you come into your own?
- • Who was the first person you helped?
Connections
Ask one of the following, or improvise.
- • When was the last time I came to your aid?
- • Do you believe my skills come from a higher power?
- • What chaos did we cause together?
Discussion
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