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

Hit Die d8
Primary Ability Intelligence, Dexterity
Saving Throws Intelligence, Dexterity
Archetype Hybrid_Battlemage
Ability Categories spellcasting, martial_abilities
Caster Progression Half

Proficiencies

Armor Light armor
Weapons Simple weapons, Firearms
Tools Tinker's tools or one type of artisan's tools
Skills Choose 2 from Arcana, Insight, Investigation, Perception, Sleight of Hand, Stealth

Starting Equipment

• Any simple weapon or a firearm (if available), or a shortsword
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a burglar's pack or (b) an explorer's pack
• Leather armor, tinker's tools, and a polished crystal focus (arcane focus) worth 5 gp
• Alternatively, starting gold: 4d4 x 10 gp worth of equipment

Class Resources

Lumen Max 8 (Short or Long Rest (full regain))

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.

Spending Spend Lumen only when a feature or martial ability specifies a cost. You cannot spend Lumen you do not have. Spending is declared when you activate the ability; if the activation is invalid (no target, suppressed, etc.), you do not spend the Lumen. Multiple spends can occur on the same turn if you have enough Lumen and action economy allows.
Recovery Regain all expended Lumen when you finish a Short or Long Rest. Living Constellation (level 18) can restore 2 Lumen when you roll Initiative if you are below half maximum (rounded up). No other automatic regen unless a feature says otherwise. Optional GM ruling: 1 hour in bright natural sunlight may restore 1 Lumen once per day if you have 0 Lumen.
Solar Flare Uses Max 5 (Long Rest)

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.

Spending Expend 1 use when you take the Magic action to activate Solar Flare. Apex Refraction and certain subclass options may spend Lumen in addition to a Solar Flare use when specified.
Recovery Regain all expended uses when you finish a Long Rest. Radiant Apotheosis can allow Solar Flare without expending uses while active.

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 2
Spells Known 13
Photon Bolt
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack using Intelligence
Defense: None

You fling a condensed bead of hard light that cracks on impact in a spray of photons.

Rules Text:

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).

Damage
Attack: Ranged spell attack
Range: 60 feet
Target: One creature
Damage: 1d8 radiant (+1d8 at levels 5, 11, and 17)
Duration: Instantaneous
Dazzling Flash
Cantrip Illusion
Casting Time: 1 action
Range: Self (10-foot radius)
Target: Each creature of your choice within 10 feet of you
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

A sharp spark of bent light stings the eyes of nearby foes.

Rules Text:

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.

Debuff
Saving Throw: Constitution
Range: Self (10-foot radius)
Target: Creatures of your choice in 10-foot radius
Damage: 0 radiant
Duration: Until end of target's next turn
Light
Cantrip Evocation
Casting Time: 1 action
Range: Touch
Target: One object you touch no larger than 10 feet in any dimension
Components: V, M
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: None

You weave a simple sustained glow into an object.

Rules Text:

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.

Utility
Saving Throw: Dexterity (if object worn or carried by unwilling creature)
Range: Touch
Target: One object
Damage: 0 radiant
Duration: 1 hour
Shield of Photons
Level 1 Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Target: Self
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: None
Defense: +5 bonus to AC until the start of your next turn; you take no damage from Magic Missile

A reactive pane of hard light and force snaps into place.

Rules Text:

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.

Buff
Range: Self
Target: Self
Damage: 0 force
Duration: Until start of your next turn
Defense: +5 AC; immunity to Magic Missile damage
Guiding Bolt
Level 1 Evocation
Casting Time: 1 action
Range: 120 feet
Target: One creature you can see within range
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: Ranged spell attack using Intelligence
Defense: None

A flash of light streaks toward a creature of your choice, marking it with luminous afterglow.

Rules Text:

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
Attack: Ranged spell attack
Range: 120 feet
Target: One creature
Damage: 4d6 radiant (+1d6 per slot level above 1st)
Duration: 1 round (Advantage rider)
At Higher Levels:

Damage increases by 1d6 for each slot level above 1st.

Faerie Fire
Level 1 Evocation
Casting Time: 1 action
Range: 60 feet
Target: Each object in a 20-foot cube and each creature in the cube that fails the save
Components: V
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Dexterity saving throw against your spell save DC
Defense: None

Spectral light clings to forms, revealing outlines and spoiling concealment.

Rules Text:

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.

Debuff
Saving Throw: Dexterity
Range: 60 feet
Target: Creatures and objects in 20-foot cube
Damage: 0 radiant
Conditions: can't benefit from Invisible
Duration: Concentration, up to 1 minute
Defense: Attackers have Advantage against outlined targets
Blur
Level 2 Illusion
Casting Time: 1 action
Range: Self
Target: Self
Components: V
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: Attackers have Disadvantage on attack rolls against you if they rely on sight

You scatter your visual silhouette across overlapping light paths.

Rules Text:

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.

Buff
Range: Self
Target: Self
Damage: 0 psychic
Duration: Concentration, up to 1 minute
Defense: Disadvantage on attacks against you (sight-based)
Scorching Ray
Level 2 Evocation
Casting Time: 1 action
Range: 120 feet
Target: One or more creatures you can see within range, assigning rays as you choose
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack using Intelligence for each ray
Defense: None

Three lances of solar heat streak from your hand.

Rules Text:

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.

Damage
Attack: Ranged spell attack per ray
Range: 120 feet
Target: One or more creatures
Damage: 2d6 fire or radiant (+1 ray per slot level above 2nd)
Duration: Instantaneous
At Higher Levels:

Create one additional ray for each slot level above 2nd.

Mirror Image
Level 2 Illusion
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: None (d20 roll to determine if an image is hit)
Defense: Three illusory duplicates; AC of images = 10 + Dexterity modifier

Hard-light decoys peel away from your body and dance around you.

Rules Text:

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).

Buff
Range: Self
Target: Self
Damage: 0 force
Duration: 1 minute
Defense: Duplicates intercept attacks per d20 table
Daylight
Level 3 Evocation
Casting Time: 1 action
Range: 60 feet
Target: A point you choose within range or an object you touch
Components: V, S
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: None

You call a sustained sphere of true daylight from ambient radiation.

Rules Text:

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.

Utility
Range: 60 feet
Target: Point or object
Damage: 0 radiant
Duration: 1 hour
Hypnotic Pattern
Level 3 Illusion
Casting Time: 1 action
Range: 120 feet
Target: Each creature in a 30-foot cube who can see the pattern
Components: S, M
Duration: Concentration, up to 1 minute
Movement: None (Charmed creatures speed becomes 0 and they are Incapacitated)
Attack / Save: Wisdom saving throw against your spell save DC
Defense: None

A lattice of shifting spectral geometry seizes the gaze.

Rules Text:

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.

Control
Saving Throw: Wisdom
Range: 120 feet
Target: Creatures in 30-foot cube who can see the pattern
Damage: 0 psychic
Conditions: Charmed, Incapacitated
Duration: Concentration, up to 1 minute
Movement: Speed becomes 0 while affected
Wall of Light
Level 5 Evocation
Casting Time: 1 action
Range: 120 feet
Target: A wall of light up to 60 feet long, 10 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: Constitution saving throw against your spell save DC when entering or starting turn in the wall; Dexterity save for the burst option
Defense: None

A barrier of searing coherent light walls off the battlefield.

Rules Text:

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
Saving Throw: Constitution
Attack: Ranged spell attack for beam option
Range: 120 feet
Target: Creatures in wall area or targeted by beam
Damage: 4d8 radiant (+1d8 damage for each slot level above 5th)
Conditions: Blinded
Duration: Concentration, up to 10 minutes
Defense: Total cover for sight across wall
At Higher Levels:

Damage increases by 1d8 for each slot level above 5th.

Martial Abilities

Photon Edge
Part of Attack action 1 Lumen Level 1
Range Melee reach or hard-light weapon range
Target One creature targeted by your hard-light weapon attack
Duration Instantaneous
Movement None
Attack / Save Weapon attack roll (Dexterity or Intelligence)

You shape a cutting edge of hard light along your weapon for a precise strike.

Rules Text:

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.

Prerequisites:

Must attack with a Hard-Light Armament weapon

Damage Effect
Attack: Weapon attack; may use Intelligence for attack and damage
Range: Weapon range
Target: One creature
Damage: 1d6 radiant (2d6 at 11th level, 3d6 at 17th level)
Duration: Instantaneous
Resource: -1 Lumen
Scatterburst
Action 1 Lumen Level 2
Range 30 feet (10-foot-radius sphere)
Target Each creature in the sphere
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw (DC 8 + PB + Int)

You detonate a hard-light construct in a spray of cutting photons.

Rules Text:

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.

Damage Effect
Saving Throw: Dexterity
Range: 30 feet
Target: Creatures in 10-foot radius
Damage: hard-light weapon die radiant (Uses improved hard-light die at 5th/11th/17th)
Duration: Until start of target's next turn (no reactions on fail)
Resource: -1 Lumen
Lash of Light
Bonus Action 1 Lumen Level 3
Range 15 feet
Target One creature you can see within range
Duration Instantaneous
Movement On failed save, pull target up to 10 feet straight toward you
Attack / Save Strength saving throw (DC 8 + PB + Int); optional weapon attack

A whip-like filament of hard light snags a foe and yanks them off-balance.

Rules Text:

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).

Control Effect
Saving Throw: Strength
Attack: Optional one melee hard-light attack if target ends within 5 feet
Range: 15 feet
Target: One creature
Damage: 0 radiant
Conditions: Prone
Duration: Prone until target stands
Movement: Pull up to 10 feet toward you
Resource: -1 Lumen
Hard-Light Barricade
Action 2 Lumen Level 4
Range 20 feet
Target A solid surface point within range forming a 10-by-5-foot panel
Duration 1 minute or until destroyed
Movement None (blocks movement through the panel)
Attack / Save None
Defense Three-quarters cover to creatures behind the panel

You slam a temporary wall segment of opaque hard light into place.

Rules Text:

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.

Utility Effect
Range: 20 feet
Target: Surface point
Damage: 0 force
Duration: 1 minute
Movement: Blocks movement through panel
Defense: Three-quarters cover; AC 15; HP 5 x level
Resource: -2 Lumen
Ricochet Beam
Free (once per turn on hit, part of Attack) 1 Lumen Level 5
Range 15 feet from original target
Target One additional creature within 15 feet of the first target
Duration Instantaneous
Movement None
Attack / Save Ranged weapon attack with Disadvantage

Your hard-light shot caroms to a second target.

Rules Text:

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.

Prerequisites:

Hit with a ranged hard-light weapon attack

Damage Effect
Attack: Ranged hard-light attack with Disadvantage; no ability modifier to damage
Range: 15 feet from first target
Target: Second creature
Damage: hard-light weapon die radiant (Uses current hard-light die)
Duration: Instantaneous
Resource: -1 Lumen
Strobe Feint
Bonus Action 1 Lumen Level 6
Range Self
Target Self
Duration Until the end of your current turn
Movement Walking speed increases by 10 feet until end of turn
Attack / Save None
Defense Disadvantage on opportunity attacks against you

You strobe your silhouette to slip past a foe's guard.

Rules Text:

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.

Buff Effect
Attack: Next hard-light attack has Advantage
Range: Self
Target: Self
Damage: 0 radiant
Duration: Until end of turn
Movement: +10 feet walking speed
Defense: Opportunity attacks against you have Disadvantage
Resource: -1 Lumen
Ablative Skin
Bonus Action 2 Lumen Level 7
Range Self
Target Self
Duration Until temporary hit points are lost or Long Rest
Movement None
Attack / Save None
Defense Temporary hit points; resistance to radiant damage

You clad yourself in sacrificial hard-light plates.

Rules Text:

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.

Buff Effect
Range: Self
Target: Self
Damage: 0 radiant (Temp HP = 1d8 + Lux-Weaver level)
Duration: While temp HP remain
Defense: Temp HP; resistance to radiant; melee attackers take Int modifier radiant (first hit each round)
Resource: -2 Lumen
Severing Spectrum
Free (on hit) 1 Lumen Level 8
Range Weapon reach or range
Target One creature or object hit by your hard-light attack
Duration Instantaneous
Movement None
Attack / Save Constitution saving throw for Concentration at Disadvantage

You tune your hard-light edge to disrupt magical concentration and constructs of force or light.

Rules Text:

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.

Prerequisites:

Hit with hard-light weapon

Debuff Effect
Saving Throw: Constitution (Concentration) at Disadvantage
Attack: Requires successful hard-light weapon hit
Range: Weapon range
Target: Hit creature or object
Damage: 2d8 radiant
Duration: Instantaneous
Resource: -1 Lumen
Floodlight Sweep
Action 2 Lumen Level 9
Range Self (30-foot cone)
Target Creatures of your choice in the cone
Duration Instantaneous (Blinded until end of your next turn on fail)
Movement None
Attack / Save Constitution saving throw (DC 8 + PB + Int)

You fan a sheet of glare across a wide arc.

Rules Text:

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.

Damage Effect
Saving Throw: Constitution
Range: 30-foot cone
Target: Chosen creatures in cone
Damage: 3d8 radiant (4d8 at 15th level)
Conditions: Blinded
Duration: Blinded until end of your next turn
Resource: -2 Lumen
Optical Lock
Bonus Action 1 Lumen Level 10
Range 60 feet
Target One creature you can see
Duration Until the start of your next turn
Movement None
Attack / Save None

You brand a target with a tracking photon glyph that guides your allies' aim.

Rules Text:

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.

Debuff Effect
Attack: +1d4 to attack rolls against the target
Range: 60 feet
Target: One creature
Damage: 0 radiant
Conditions: can't benefit from Invisible
Duration: Until start of your next turn
Resource: -1 Lumen
Hard-Light Salvo
Action 3 Lumen Level 11
Range 30/90 feet
Target One or more creatures you can see
Duration Instantaneous
Movement None
Attack / Save Three weapon attacks; possible Constitution save

You split your armament into a storm of short-lived photon shards.

Rules Text:

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.

Damage Effect
Saving Throw: Constitution if two+ hits on same target
Attack: Three ranged hard-light attacks
Range: 30/90 feet
Target: One or more creatures
Damage: hard-light weapon die (x3 attacks) radiant (Uses current hard-light die)
Conditions: Blinded
Duration: Blinded until end of your next turn on failed save
Resource: -3 Lumen
Phase Refraction
Reaction 2 Lumen Level 12
Range Self (teleport 15 feet)
Target Self
Duration Instantaneous
Movement Teleport up to 15 feet to an unoccupied space you can see; does not provoke opportunity attacks
Attack / Save None
Defense Resistance to the triggering damage

You briefly become a sliding ribbon of light to avoid harm and reposition.

Rules Text:

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.

Prerequisites:

You would take damage

Defense Effect
Range: 15 feet teleport
Target: Self
Damage: 0 radiant
Duration: Instantaneous
Movement: Teleport up to 15 feet
Defense: Resistance to triggering damage
Resource: -2 Lumen
Cage of Spears
Action 3 Lumen Level 14
Range 40 feet
Target One creature you can see
Duration Until the end of your next turn (control effects)
Movement None (target speed becomes 0 on failed save)
Attack / Save Dexterity saving throw (DC 8 + PB + Int)

Hard-light spears erupt around a foe, pinning it in a luminous prison.

Rules Text:

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.

Control Effect
Saving Throw: Dexterity
Attack: Attackers have Advantage against target on fail
Range: 40 feet
Target: One creature
Damage: 4d8 radiant
Conditions: Restrained (Large or smaller on fail)
Duration: Until end of your next turn
Movement: Speed 0 on failed save
Resource: -3 Lumen
Dawnbreaker Strike
Action 4 Lumen Level 16
Range Hard-light weapon reach or range
Target One creature you can see
Duration Instantaneous (Blinded up to 1 minute on failed save)
Movement None
Attack / Save Weapon attack with Advantage; Constitution save on hit

You pour a critical mass of Lumen into a single annihilating hard-light blow.

Rules Text:

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.

Damage Effect
Saving Throw: Constitution on hit
Attack: One hard-light weapon attack with Advantage
Range: Weapon range
Target: One creature
Damage: 6d8 radiant
Conditions: Blinded
Duration: Blinded up to 1 minute
Resource: -4 Lumen
Horizon Lens
Bonus Action 2 Lumen Level 17
Range Self (affects your ranged attacks this turn)
Target Self
Duration Until the end of your current turn
Movement None
Attack / Save None for activation

You bend distant light into a sniper's corridor, extending lethal range.

Rules Text:

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.

Buff Effect
Attack: Ignore half and three-quarters cover with hard-light ranged attacks
Range: Doubled weapon ranges
Target: Self (one hit benefits)
Damage: 2d8 radiant (+ Intelligence modifier on the empowered hit)
Duration: Until end of turn
Resource: -2 Lumen
Aphelion Guard
Bonus Action 3 Lumen Level 19
Range Self (5-foot and 10-foot effects)
Target Self; melee attackers within 5 feet; optional burst creatures within 10 feet
Duration 1 minute
Movement None
Attack / Save Dexterity saving throw for halo burst
Defense +2 bonus to AC

A whirling halo of hard-light shards protects you and strikes nearby foes.

Rules Text:

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.

Buff Effect
Saving Throw: Dexterity for optional burst
Range: 5 feet (riposte), 10 feet (burst)
Target: Self and nearby creatures
Damage: 1d8 or 3d8 radiant
Duration: 1 minute
Defense: +2 AC
Resource: -3 Lumen

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes Positioned as a Dexterity/Intelligence half-caster skirmisher similar in power band to Ranger or Paladin. Martial floor comes from scalable hard-light weapons and Extra Attack; control comes from Solar Flare, Blinding Field, and Lumen techniques; spell list is tightly themed and stops at 5th-level slots. Light armor and d8 hit die keep durability below Fighter/Paladin. Lumen recovers on Short Rest like short-rest martial resources, so adventure pacing should include Short Rests. Firearms proficiency is optional fluff if the table lacks firearm rules—treat as martial ranged weapons with equivalent properties.
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)

As a Bonus Action, you solidify ambient photons into a hard-light weapon or shield in a free hand. Weapon option: one melee or ranged hard-light weapon that deals 1d8 radiant damage and has the Finesse property (ranged form has range 30/90 feet and uses ammunition rules only for tracking shots of solidified light, which you create as part of the attack). Shield option: grants a +2 bonus to AC while you wield it. A hard-light armament dissolves instantly if it leaves your hand or if you are Incapacitated. You can dismiss it early (no action). The weapon's damage die improves as you gain Lux-Weaver levels (1d10 at 5th, 1d12 at 11th, 2d6 at 17th).

Lumen Reservoir (Level 1)

You harvest ambient light and cosmic radiation into a personal reservoir called Lumen. You have a maximum number of Lumen points equal to your Intelligence modifier + your Proficiency Bonus (minimum 1). You can spend Lumen to fuel Lux-Weaver martial techniques and certain features. You regain all expended Lumen when you finish a Short or Long Rest. While you have at least 1 Lumen, dim light within 10 feet of you counts as bright light for the purpose of your Lux-Weaver features only.

Solar Flare (Level 1)

As a Magic action, you emit a blinding flash from your chest or palm. Each creature of your choice in a 15-foot cone must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier) or have the Blinded condition until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and you regain all expended uses when you finish a Long Rest.

Resource Cost: 1 use of Solar Flare

Optical Analysis (Level 2)

You gain proficiency in the Perception skill if you don't already have it. When you make an Intelligence (Investigation) or Wisdom (Perception) check that relies on sight, you can add your Intelligence modifier a second time instead of your normal ability modifier if it would be higher, reflecting spectral analysis of light. Additionally, as a Bonus Action, you can spend 1 Lumen to gain Advantage on your next attack roll before the end of your turn against a creature you can see, as you mark weak points in its silhouette.

Resource Cost: 0 or 1 Lumen

Lux Doctrine (Level 3)

You choose a Lux Doctrine subclass that shapes how you weave light. You gain subclass features at 3rd, 6th, 10th, and 14th level.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn. If you create or are already holding a Hard-Light Armament weapon, at least one of those attacks can be made with it.

Photon Step (Level 5)

When you take the Disengage or Dash action, you can spend 1 Lumen to leave a brief afterimage. Until the start of your next turn, the first opportunity attack against you has Disadvantage, and your walking speed increases by 10 feet during that Dash or Disengage.

Resource Cost: 1 Lumen (optional)

Refraction Ward (Level 7)

As a Reaction when you are hit by an attack you can see, you can spend 1 Lumen to interpose a flickering hard-light pane. The attacker must reroll the attack roll and use the new result. If the attack still hits and dealt radiant, fire, or lightning damage, you gain resistance to that attack's damage.

Resource Cost: 1 Lumen

Hard-Light Expertise (Level 9)

Your Hard-Light Armaments become more versatile. When you create a hard-light weapon, you can give it one of the following properties until it dissolves: Light, Thrown (range 20/60 feet, returns to your hand after a ranged attack if you have a free hand), or Reach. When you create a hard-light shield, you can use a Bonus Action on subsequent turns to bash with it: make a melee attack using Dexterity or Intelligence (your choice) that deals 1d6 radiant damage and doesn't require a free hand beyond the shield.

Blinding Field (Level 11)

As a Magic action, you can spend 2 Lumen to create a 15-foot-radius sphere of scintillating glare centered on a point you can see within 60 feet. The sphere is heavily obscured for creatures other than you. When a creature starts its turn in the sphere or enters it for the first time on a turn, it must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier) or have the Blinded condition until the end of its next turn. The field lasts for 1 minute or until you lose Concentration (as if concentrating on a spell). You can end it early (no action).

Resource Cost: 2 Lumen

Coherent Beam (Level 13)

Once per turn when you hit a creature with a hard-light weapon attack, you can spend 1 Lumen to force the target to make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier). On a failed save, the target takes an extra 2d8 radiant damage and can't take reactions until the start of its next turn. On a successful save, it takes half the extra damage only.

Resource Cost: 1 Lumen

Prism Mind (Level 15)

You have Advantage on saving throws against being Blinded. When you succeed on a saving throw against a spell or effect that would Blind or Deaf you, or that deals radiant damage, you can spend 1 Lumen as a Reaction to regain hit points equal to 1d8 + your Intelligence modifier.

Resource Cost: 0 or 1 Lumen

Apex Refraction (Level 17)

When you use Solar Flare, you can spend 2 Lumen to intensify it: the cone becomes a 30-foot cone, and creatures that fail the save are Blinded for 1 minute. An affected creature repeats the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on the initial save still have Disadvantage on attack rolls until the end of your next turn.

Resource Cost: 2 Lumen (optional with Solar Flare)

Living Constellation (Level 18)

You become a masterwork of woven light. Your Hard-Light Armaments no longer dissolve when they leave your hand if you will them to remain within 30 feet of you (they still dissolve if you are Incapacitated). You can have up to two hard-light weapons and one hard-light shield manifested at once. As a Bonus Action, you can cause one hard-light weapon within 30 feet to fly up to 30 feet and make one attack against a creature within its reach or range, using your attack bonus and modifiers. Additionally, you regain 2 expended Lumen whenever you roll Initiative if you have fewer than half your maximum Lumen remaining (rounded up).

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