Lux-Weaver
Lux-Weavers are battlefield savants who treat photons as clay. They harvest starlight, lantern-glow, and harsh cosmic radiation, spinning them into blades, shields, blinds, and lies the eye wants to believe. Some trained in solar monasteries; others woke after exposure to strange auroras or crashed sky-metal. In play they are precise, luminous, and unsettling—part sniper, part illusionist, part radiant duelist—always angling for the perfect line of sight.
Class Features
Proficiencies
Starting Equipment
Class Resources
Lumen is condensed ambient light and cosmic radiation stored in the Lux-Weaver's body and focus. Maximum Lumen equals your Intelligence modifier + your Proficiency Bonus (minimum 1). The max_value field shows a typical mid-high example (Int +4, PB +4); always calculate from current Int modifier and PB. Lumen fuels martial techniques, several class features, and optional intensifiers such as Apex Refraction.
Uses of the Solar Flare feature equal to your Intelligence modifier (minimum 1). max_value is a typical high-Int example; always use current Intelligence modifier.
Class Abilities
Spellcasting
Photon Bolt
You fling a condensed bead of hard light that cracks on impact in a spray of photons.
Make a ranged spell attack against one creature you can see within 60 feet. On a hit, the target takes 1d8 radiant damage. The damage increases by 1d8 at levels 5 (2d8), 11 (3d8), and 17 (4d8).
Dazzling Flash
A sharp spark of bent light stings the eyes of nearby foes.
Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or have Disadvantage on the next attack roll it makes before the end of its next turn. This cantrip creates no lasting light beyond a momentary spark.
Light
You weave a simple sustained glow into an object.
You touch one object no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Covering the object with an opaque object blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target a hostile creature's worn or carried object, that creature may avoid the spell with a Dexterity saving throw.
Shield of Photons
A reactive pane of hard light and force snaps into place.
An invisible barrier of magical force and hard light appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Guiding Bolt
A flash of light streaks toward a creature of your choice, marking it with luminous afterglow.
Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has Advantage.
Damage increases by 1d6 for each slot level above 1st.
Faerie Fire
Spectral light clings to forms, revealing outlines and spoiling concealment.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius and can't benefit from being Invisible. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Blur
You scatter your visual silhouette across overlapping light paths.
Your body becomes blurred and shifting. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Scorching Ray
Three lances of solar heat streak from your hand.
You create three rays of heat-tinged light and make a ranged spell attack for each ray. You can fire them at one target or several. On a hit, a ray deals 2d6 fire damage. When you cast this spell using Lux-Weaver spell slots, you may choose to deal radiant damage instead of fire for each ray.
Create one additional ray for each slot level above 2nd.
Mirror Image
Hard-light decoys peel away from your body and dance around you.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic you, making it impossible to track which image is real. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. With three duplicates, a 6 or higher means a duplicate is targeted. With two, 8 or higher. With one, 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. On a hit, a duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all duplicates are destroyed. A creature is unaffected by this spell if it can't see, relies on senses other than sight, or can perceive illusions as false (as with truesight).
Daylight
You call a sustained sphere of true daylight from ambient radiation.
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the object with an opaque object blocks the light. If any of this spell's area overlaps with darkness created by a spell of 3rd level or lower, the darkness is dispelled.
Hypnotic Pattern
A lattice of shifting spectral geometry seizes the gaze.
You create a twisting pattern of colored light in a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature has the Charmed condition for the duration. While Charmed by this spell, the creature is Incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Wall of Light
A barrier of searing coherent light walls off the battlefield.
You create a wall of brilliant light on a solid surface within range. You can form a straight wall up to 60 feet long, 10 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall sheds bright light in a 120-foot radius and dim light for an additional 120 feet. Creatures have total cover behind the wall from the other side for sight-based effects. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and has the Blinded condition for 1 minute; on a success, half damage and not Blinded. A Blinded creature repeats the save at the end of each of its turns, ending the Blinded condition on a success. A creature that ends its turn in the wall takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage.
Damage increases by 1d8 for each slot level above 5th.
Martial Abilities
Photon Edge
You shape a cutting edge of hard light along your weapon for a precise strike.
When you take the Attack action on your turn and attack with a hard-light weapon, you can spend 1 Lumen to empower one attack. Action economy: part of the Attack action (no extra action). Movement: None. Range: weapon's reach or ranged weapon range. Target: one creature. Duration: Instantaneous. Attack: normal weapon attack roll using Dexterity or the Finesse option with Intelligence if you choose (you may use Intelligence in place of Dexterity for attack and damage rolls with hard-light weapons when you use this ability). On a hit, deal the weapon's radiant damage + extra 1d6 radiant damage (2d6 at 11th level, 3d6 at 17th level). Resource cost: 1 Lumen. Scaling: extra damage dice as above.
Must attack with a Hard-Light Armament weapon
Scatterburst
You detonate a hard-light construct in a spray of cutting photons.
As an Action, spend 1 Lumen and choose a point you can see within 30 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw (DC = 8 + Proficiency Bonus + Intelligence modifier). Failed save: radiant damage equal to one roll of your hard-light weapon damage die + your Intelligence modifier, and the creature can't take reactions until the start of its next turn. Success: half damage, no reaction lock. Movement: None. Duration: Instantaneous.
Lash of Light
A whip-like filament of hard light snags a foe and yanks them off-balance.
As a Bonus Action, spend 1 Lumen. Target one creature you can see within 15 feet. The target must succeed on a Strength saving throw (DC = 8 + Proficiency Bonus + Intelligence modifier) or be pulled up to 10 feet in a straight line toward you and have the Prone condition. If the target is pulled to within 5 feet of you, you can make one melee hard-light weapon attack against it as part of this Bonus Action. Movement: target pulled up to 10 feet toward you on a failed save. Duration: Instantaneous (Prone until stood).
Hard-Light Barricade
You slam a temporary wall segment of opaque hard light into place.
As an Action, spend 2 Lumen to create a panel of hard light 10 feet wide, 5 feet high, and 1 inch thick on a solid surface within 20 feet. The panel provides three-quarters cover and has AC 15, hit points equal to 5 x your Lux-Weaver level, immunity to poison and psychic damage, and vulnerability to force damage. It lasts for 1 minute or until destroyed. Creatures cannot move through it. Duration: 1 minute. Movement: None. Attack or save: None.
Ricochet Beam
Your hard-light shot caroms to a second target.
Once per turn when you hit a creature with a ranged hard-light weapon attack, you can spend 1 Lumen to have the beam ricochet. Choose a second creature you can see within 15 feet of the original target. Make a new ranged hard-light attack against the second creature with Disadvantage. On a hit, deal the weapon's normal radiant damage (no ability modifier). Movement: None. Duration: Instantaneous.
Hit with a ranged hard-light weapon attack
Strobe Feint
You strobe your silhouette to slip past a foe's guard.
As a Bonus Action, spend 1 Lumen. Until the end of your turn, your walking speed increases by 10 feet, opportunity attacks against you have Disadvantage, and the next hard-light weapon attack you make this turn has Advantage. Movement: +10 feet walking speed until end of turn. Duration: Until end of your turn. Attack or save: None for activation.
Ablative Skin
You clad yourself in sacrificial hard-light plates.
As a Bonus Action, spend 2 Lumen to gain temporary hit points equal to 1d8 + your Lux-Weaver level. While these temporary hit points remain, you have resistance to radiant damage and the first time you are hit by a melee attack each round, the attacker takes radiant damage equal to your Intelligence modifier (minimum 1). Duration: temporary hit points last until depleted or you finish a Long Rest. Movement: None.
Severing Spectrum
You tune your hard-light edge to disrupt magical concentration and constructs of force or light.
When you hit a creature with a hard-light weapon attack, you can spend 1 Lumen to force a Constitution saving throw to maintain Concentration with Disadvantage if the target is concentrating. Additionally, if the target is a construct or an object (including magical barriers of force or light at the GM's discretion with AC and HP), deal extra radiant damage equal to 2d8. Duration: Instantaneous. Movement: None.
Hit with hard-light weapon
Floodlight Sweep
You fan a sheet of glare across a wide arc.
As an Action, spend 2 Lumen. Each creature of your choice in a 30-foot cone must make a Constitution saving throw (DC = 8 + PB + Int). Failed save: 3d8 radiant damage and Blinded until the end of your next turn. Success: half damage, not Blinded. Movement: None. Duration: Instantaneous damage; Blinded until end of your next turn on fail. At 15th level, damage becomes 4d8.
Optical Lock
You brand a target with a tracking photon glyph that guides your allies' aim.
As a Bonus Action, spend 1 Lumen and choose one creature you can see within 60 feet. Until the start of your next turn, attack rolls against that creature have a +1d4 bonus if the attacker can see it, and the creature can't benefit from being Invisible. Duration: Until start of your next turn. Movement: None. Attack or save: None.
Hard-Light Salvo
You split your armament into a storm of short-lived photon shards.
As an Action, spend 3 Lumen. Make three ranged hard-light attacks (range 30/90 feet) against one or more creatures you can see. Use your normal attack bonus; each hit deals radiant damage equal to your hard-light weapon die with no ability modifier. If at least two attacks hit the same creature, that creature must succeed on a Constitution saving throw (DC 8 + PB + Int) or be Blinded until the end of your next turn. Movement: None. Duration: Instantaneous.
Phase Refraction
You briefly become a sliding ribbon of light to avoid harm and reposition.
As a Reaction when you would take damage, spend 2 Lumen. You gain resistance to the triggering damage, and you can teleport up to 15 feet to an unoccupied space you can see without provoking opportunity attacks. Duration: Instantaneous. Movement: teleport up to 15 feet.
You would take damage
Cage of Spears
Hard-light spears erupt around a foe, pinning it in a luminous prison.
As an Action, spend 3 Lumen and choose a creature you can see within 40 feet. The target must make a Dexterity saving throw (DC 8 + PB + Int). Failed save: 4d8 radiant damage, speed becomes 0 until the end of your next turn, and attack rolls against it have Advantage until the end of your next turn. Success: half damage, no speed lock, no Advantage rider. Large or smaller targets that fail are also restrained by spears until the end of your next turn (escape DC = your save DC, Athletics or Acrobatics as action). Movement: None for you; target speed 0 on fail.
Dawnbreaker Strike
You pour a critical mass of Lumen into a single annihilating hard-light blow.
As an Action, spend 4 Lumen and make one hard-light weapon attack (melee or ranged) with Advantage against a creature you can see within the weapon's range. On a hit, deal the weapon's damage + 6d8 radiant damage, and the target must succeed on a Constitution saving throw (DC 8 + PB + Int) or be Blinded for 1 minute (repeat save at end of each of its turns). On a miss, the target still takes half of the 6d8 radiant damage and is not Blinded. Movement: None. Duration: Instantaneous damage; Blinded up to 1 minute.
Horizon Lens
You bend distant light into a sniper's corridor, extending lethal range.
As a Bonus Action, spend 2 Lumen. Until the end of your turn, the normal and long ranges of your hard-light ranged weapons and firearms double, you ignore half and three-quarters cover for ranged hard-light attacks, and once this turn when you hit with a ranged hard-light or firearm attack you deal extra radiant damage equal to 2d8 + your Intelligence modifier. Movement: None. Duration: Until end of your current turn.
Aphelion Guard
A whirling halo of hard-light shards protects you and strikes nearby foes.
As a Bonus Action, spend 3 Lumen to create a halo for 1 minute (no Concentration). While active, you gain a +2 bonus to AC, and when a creature within 5 feet of you hits or misses you with a melee attack, you can force it to take radiant damage equal to 1d8 + your Intelligence modifier (no action). Once during the duration when you take the Attack action, you can replace one attack with a halo burst: each creature of your choice within 10 feet must succeed on a Dexterity saving throw (DC 8 + PB + Int) or take 3d8 radiant damage (half on success). Movement: None. Defense: +2 AC.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Hard-Light Armaments, Solar Flare, Lumen Reservoir, Spellcasting (half) | Lumen: Int mod + PB Solar Flare uses: Int mod per Long Rest Hard-light damage die: 1d8 | L1: 0 |
| 2 | +2 | Optical Analysis, Spellcasting | Lumen: Int mod + 2 1st-level slots: 2 | L1: 2 |
| 3 | +2 | Lux Doctrine, Subclass feature | Lumen: Int mod + 2 1st-level slots: 3 | L1: 3 |
| 4 | +2 | Ability Score Improvement | Lumen: Int mod + 2 1st-level slots: 3 | L1: 3 |
| 5 | +3 | Extra Attack, Photon Step, Hard-Light Armaments improvement | Lumen: Int mod + 3 Hard-light damage die: 1d10 1st-level slots: 4 2nd-level slots: 2 | L1: 4 L2: 2 |
| 6 | +3 | Subclass feature | Lumen: Int mod + 3 | L1: 4 L2: 2 |
| 7 | +3 | Refraction Ward | Lumen: Int mod + 3 | L1: 4 L2: 3 |
| 8 | +3 | Ability Score Improvement | Lumen: Int mod + 3 | L1: 4 L2: 3 |
| 9 | +4 | Hard-Light Expertise | Lumen: Int mod + 4 | L1: 4 L2: 3 L3: 2 |
| 10 | +4 | Subclass feature | Lumen: Int mod + 4 | L1: 4 L2: 3 L3: 2 |
| 11 | +4 | Blinding Field, Hard-Light Armaments improvement | Lumen: Int mod + 4 Hard-light damage die: 1d12 | L1: 4 L2: 3 L3: 3 |
| 12 | +4 | Ability Score Improvement | Lumen: Int mod + 4 | L1: 4 L2: 3 L3: 3 |
| 13 | +5 | Coherent Beam | Lumen: Int mod + 5 | L1: 4 L2: 3 L3: 3 L4: 1 |
| 14 | +5 | Subclass feature | Lumen: Int mod + 5 | L1: 4 L2: 3 L3: 3 L4: 1 |
| 15 | +5 | Prism Mind | Lumen: Int mod + 5 | L1: 4 L2: 3 L3: 3 L4: 2 |
| 16 | +5 | Ability Score Improvement | Lumen: Int mod + 5 | L1: 4 L2: 3 L3: 3 L4: 2 |
| 17 | +6 | Apex Refraction, Hard-Light Armaments improvement | Lumen: Int mod + 6 Hard-light damage die: 2d6 | L1: 4 L2: 3 L3: 3 L4: 2 L5: 1 |
| 18 | +6 | Living Constellation | Lumen: Int mod + 6 | L1: 4 L2: 3 L3: 3 L4: 2 L5: 1 |
| 19 | +6 | Ability Score Improvement | Lumen: Int mod + 6 | L1: 4 L2: 3 L3: 3 L4: 2 L5: 2 |
| 20 | +6 | Radiant Apotheosis | Lumen: Int mod + 6 | L1: 4 L2: 3 L3: 3 L4: 2 L5: 2 |
Class Features
Hard-Light Armaments (Level 1)
Lumen Reservoir (Level 1)
Solar Flare (Level 1)
Resource Cost: 1 use of Solar Flare
Optical Analysis (Level 2)
Resource Cost: 0 or 1 Lumen
Lux Doctrine (Level 3)
Extra Attack (Level 5)
Photon Step (Level 5)
Resource Cost: 1 Lumen (optional)
Refraction Ward (Level 7)
Resource Cost: 1 Lumen
Hard-Light Expertise (Level 9)
Blinding Field (Level 11)
Resource Cost: 2 Lumen
Coherent Beam (Level 13)
Resource Cost: 1 Lumen
Prism Mind (Level 15)
Resource Cost: 0 or 1 Lumen
Apex Refraction (Level 17)
Resource Cost: 2 Lumen (optional with Solar Flare)
Living Constellation (Level 18)
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