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Lumimancer

You were selected to spread light. Scholars around Mythwyn whisper references to the elite school of luminosity, few understanding it’s true purpose. To spread knowledge like light fills a dark room. Using a torch to light a candle leaves two flames where once there was one. This same philosophy is the guiding force of the lumimancers. Those that spread the light of knowledge do so without credit or reference, for recognition would only hinder their movements.


Level 3: Luminancy Savant

Choose 1 spell that deals Radiant damage, that is no higher than level 2, and add it alongside the Light cantrip to your spell book for free.

In addition whenever you gain access to a new level of spell slots in this class, you can add one spell which deals Radiant damage to your spellbook for free. The chosen spell must be of a level for which you have spell slots.


Level 3: Dazzling Touch

You can cause a spark of light to erupt from your fingers. As an Bonus action you cause Bright Light to briefly erupt in a 15-foot Emanation originating from you. Each creature of your choosing within the area must make a Constitution saving throw, taking Radiant damage equal to 1d8 + your Intelligence modifier on a failed save or half as much on a success.

The damage of this feature increases by 1d8 when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).

The light caused by this feature persists until the end of your turn.

You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You re-gain all expended uses when you finish a Long Rest.


Level 6: Brilliance

Whenever you cast the Light spell you may cause it to bust with brilliant energy. For each creature within the area of Bright Light emitted by the spell, choose one of the following effects:

Protection. Calming light clings to the creature. For the duration of the spell they gain Temporary Hit Points equal to your Wizard level.

Blinding. Light assaults the creature. It must succeed a Constitution saving throw or take 4d8 Radiant damage and become Blinded until the start of your next turn. On a successful save it takes half the damage only.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest, unless you ex-pend a level 3+ spell slot (no action required) to restore your use of it.


Level 10: Expanding Dawn

Your lumimancy capabilities bloom in power, as detailed below.

Lumimancy Savant. Whenever you cast a spell that deals Radiant damage using a level 2+ spell slot, you manifest wings of light on your back. Until the end of your turn you gain a Fly speed of 30 feet.

Dazzling Touch. The Emanation may originate from any point you can see within 60 feet of you.

Brilliance. You may affect creatures in both the areas of Bright and Dim Light emitted by the spell.

Level 10: Revealing Light

Add the Zone of Truth spell to you spellbook for free. Whenever you cast the spell it creates Bright Light in the area of the spell.


Level 14: Final Flash

You can expend a spell slot (no action required) to regain one expended use of Dazzling Touch.

In addition, whenever you, or a creature you can see within 60 feet of you that has benefitted from the Temporary Hit Points from your Brilliance feature in the last 8 hours, are reduced to 0 Hit Points, you may cause them to explode in a flash of light (no action required). The creature instantly gains 1 Hit Point and Temporary Hit Points equal to your Wizard level, and your Dazzling Touch feature instantly activates originating on the target, without expending a use.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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