The Aemula Regalia is a weapon fueled by the heart, wielded by a Lightbringer. Once upon a time, the Warriors of Light were a noble guild who used the light to defend the new world from unchecked darkness. They once numbered in the hundreds of thousands, but as Steppenwolf rose as the first King of Light, the need for Warriors dwindled. Three thousand years later they number less than a thousand across the world.
Aemula Regalia
Aemula Regalia are mysterious weapons that manifest from within those who have strong hearts - or more accurately, they're a normal weapon forged by a Lightbringer, and strengthened by their heart as a step in their ascension from learner to apprentice. The Aemula Regalia were created a long time ago, as weapons for those who fought by the side of those who wielded the true Regalia millennia ago. Before the Age of Light, they were much more prominent in the world, but with the coming of the King of Light, there was less of a need for Warriors of Light.
hit dice:
1d6 per Lightbringer level.
hit points at 1st level:
6 + Constitution modifier
hit points at higher levels:
1d6 (or 4) + Constitution modifier per Lightbringer level after 1st.
armor proficiencies:
None
weapon proficiencies:
Simple and Martial weapons
tools:
One Musical Instrument
saving throws:
Intelligence, Wisdom
skills:
Choose 3 from Acrobatics, Animal Handling, Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Light Crossbow and 20 bolts or (b) any simple weapon
- (a) a Dungeoneer's Pack or (b) an Explorer's pack
- leather armour
- two daggers
- If you are using startin wealth, you have 1d4x10 gp in funds
spellcasting:
By 1st level, your Aemula Regalia grants you access to magic.
Cantrips
You learn 4 cantrips of your choice from the Aeumula Regalia spell list. You learn Additional cantrips as you gain levels in this class, as shown on the Lightbringer Table.
Preparing and Casting Spells
Preparing and Casting Spells the Lightbringer table shows how many Spell Slots you have to cast your Spells. To cast one of your spells of 1st level or higher, you must expend a slot of spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of spells that are available for you to cast, choosing from the Lightbringer spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your Lightbringer level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 3rd-level Lightbringer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of Prepared Spells can include five Spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting Ability, since spellcasting relies on your understanding of how spells work. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast when making a spell attack role with one. Additionally, you can use your Aemula Regalia as your Arcane Focus.
Spell Save DC = 8 + your Proficiency Bonus + you Intelligence modifier.
Spell Attack Modifier = your Proficiency Bonus + your Intelligence Modifier
class features:
Aemula Regalia
Starting at 1st level, you gain and are attuned to an Aemula Regalia that take one of the following forms of your choice. Attunement to this Aemula Regalia does not count against the items that you can attune to. Aemula Regalia are considered +1 magic weapons
Heavy Aemula
Your Aemula Regalia counts as a 2 handed weapon, and deals 2d6 damage on a hit.
Swift Aemula
Your Aemula Regalia counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) damage on a hit.
Twin Aemula
You have 2 Aemula Regalia, each one counting as a light, finesse weapon, that deals 1d6 damage on a hit.
You are considered proficient in wielding Aemula Regalia and can use it as your spellcasting focus. As a free action, you can summon your Aemula Regalia from thin air, or back to your hand from somewhere else. When summoned this way, the Aemula Regalia appears in your hand. You can also dismiss your Aemula Regalia as free action.
Evasive Maneuver
At 2nd level, you can perform an evasive maneuver to avoid incoming attacks. Once per round, when you can see an incoming attack or offensive action and an attack roll against you has already succeeded, you can use your reaction to roll Acrobatics. If your roll is higher than the original attack roll, you avoid the attack entirely and move a space 5 ft. from your original position.
Furthermore, in a situation where you would only take half damage as a result of a successful safe against a spell, you instead take no damage.
Peak Athlete
By 2nd level, your body has been trained to be the gold standard amongst athletes. Your movement speed is increased by 5 ft. and your jumping distance and height is doubled (typical jump distance = STR score. Normal jump height = 3 ft. + STR modifier).
You avoid ground or obstacle based difficult terrain, and can move over, under, or around obstacles and terrain. You gain a +1 to either Strength or Dexterity, and become proficient in Acrobatics or Athletics. If you are already proficient, you gain double proficiency.
At 7th level, your movement speed is increased by a further 5 ft., and you can add your Proficiency Bonus to your jumping distance and height.
Ability Points
At 3rd level, your Aemula Regalia has increased your magic, giving you the ability to perform powerful actions through the use of your Ability Points. From third level, your maximum Ability Points is equal to your Lightbringer level + your Intelligence modifier, and you regain all Ability Points when you finish a long rest, and 1d6 worth of them.
Mystic Path
At 3rd level, you choose a Mystic Path. Choose between Path of the Battle Mage, Path of the Trickster, or Path of the Spellweaver. Your choice grants you features at 6th, 10th, 14th, and 18th levels.
Blizard Surge
At 5th level, when you cast a spell or cantrip that inflicts Cold Damage, you can spend a minimum of 2 AP to cast the spell as if it was cast one level higher - if using a cantrip, the damage is increased by 1 damage die but the cost is only 1 AP. At 13th level, the cost is lowered to 1 AP, while cantrips are increased by 2 dice per Ability Point. Furthermore, you become resistant to Cold Damage.
Furthermore, you gain access to the following spells at the corresponding levels:
- 1st Level: Frost Finger, Create or Destroy Water
- 2nd Level: Snilloc's Snowball Swarm, Shatter
- 3rd Level: Sleet Storm, Water Breathing
- 4th Level: Ice Storm, Water Sphere
- 5th Level: Cone of Cold, Maelstrom
Double Cast
At 7th level, when you cast a spell or cantrip that targets only one creature and isn't self-targetting, you can spend a number of Ability Points equal to the spell's level to target a second creature within range with the same spell (1 Ability Point if the spell is a cantrip). To be eligible for Double Cast, a spell must be incapable of targeting more than one creature at the spell's current level.
Sonic Blade
Starting at 9th level, you dash at a target up to 15 ft. from you, thrusting your Aemula Regalia at the target. You can use 1 AP to add your Dexterity modifier to attack and damage rolls and perform a Sonic Blade. You can perform consecutive attacks repeatedly until one of your attack rolls fails, you can roll a number of Sonic Blade attacks equal to your Proficiency Bonus.
Improved Aemula Regalia
From 11th level, you gain a +2 bonus to attack and damage rolls made using your Aemula Regalia, and your number of damage dice increase by 1. At 17th level, this bonus becomes +3 and the number of damage dice is increased by 1 again.
Superior Caster
Starting at 13th level, you can use Ability Points in the following ways:
- When you cast a spell that has a range of 5 feet or greater, you can spend 1 Ability Point to double the range of the spell.
- When you cast a spell that forces multiple creatures in a set radius to make a saving throw, you can allow a number of creatures up to 1 + your Intelligence modifier to avoid the spell.
- When you cast a spell that deals elemental damage, you can spend 1 AP to change the damage type to either; acid, cold, fire, lightning, poison or thunder.
- When you would use a spell slot to cast a spell at 5th level or lower, you can instead cast it by using a number of Ability Points equal to the level of the spell.
Glide
Starting at 15th level, you gain a gliding speed equal to your movement speed. While gliding, you can move in any horizontal direction without having solid ground beneath you. You cannot move upwards while gliding, and each movement spent gliding brings you 5 feet downwards. Each action, reaction, or bonus action done while gliding also brings you 5 feet downwards. After landing from a glide you take no fall damage.
Overdrive
Starting at 17th level, you can invoke an ancient magic called the Overdrive, provided that you aren't wearing medium or heavy armour or using a shield. It graces you with supernatural power.
You can use a bonus action to start the Overdrive, which lasts for 5 rounds. It ends early if you are incapacitated, if you don medium or heavy armour or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Overdrive at any time (no action required). You can change into your Overdrive a number of times equal to 1 + your Intelligence modifier, regaining all expended uses when you finish a long rest.
While your Overdrive is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- Your damage is increased by a number of d6 equal to your Lightbringer level + your intelligence modifier.
Magic Hour
Starting at 20th level, you have mastered your magical prowess to it's peak and can focus on numerous spells simultaneously. You can maintain concentration on two spells at once by spending 2 AP at the start of each at the start of each of your turns. You can gain concentration on additional spells on top of that by spending 2 ability points for each spell you are maintaining concentration on after the first, at the start of each of your turns. If you lose concentration on one of these spells, you lose concentration on all of them.
subclass options:
Path of the Spellweaver
Training In Magic and War
When you choose this path at 3rd level, you gain proficiency with light armour. You also gain proficiency in the Performance skill. If you already have the performance skill, you can take one other skill from the list above.
Spellweaver
Starting at 3rd level, you can invoke an ancient magic called the Spellweaver, provided that you aren't wearing medium or heavy armour or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Spellweaver, which lasts for 5 rounds. It ends early if you are incapacitated, if you don medium or heavy armour or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Spellweaver at any time (no action). You can change into your Spellweaver a number of times equal to 1 + your Intelligence modifier, regaining all expended uses when you finish a long rest.
While your Spellweaver is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You gain a hover speed equal to your walking speed.
- Your damage is increased by a number of d4 equal to your Lightbringer level + your Intelligence modifier.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1)
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. You gain an additional Extra Attack at 10th, 14th, and 18th level.
Reflect
Beginning at 10th level, your ability to protect yourself with magic is augmented. If you see an incoming attack, you can spend 1 AP to create a bubble shield made of transparent radiant hexagons. This allows you to add your Intelligence modifier to your AC until the end of your attacker's turn.
Additionally, if the barrier is successful, you can use an additional 1 AP to force the attacker to make a Constitution saving throw, and upon a failure they instead take the full damage they dealt.
Attack Surge
Starting at 14th level, when you hit a creature with your Aemula Regalia, you can add your Intelligence Modifier to the damage roll.
Magic Burst
Starting at 18th level, you can channel your magic into your attacks while your Spellweaver is active. When you hit a creature with an attack from your Aemula Regalia while your Spellweaver is active, you can use your bonus action to expend one spell slot and increase the damage dealt by an amount equal to 1d10 x the spell slots level.
Path of the Trickster
Extra Attack
Cunning Action
Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Mimic
At 6th level, you learn to copy magic, to a degree. When a creature you can see casts a spell, you can spend 2 AP and use your reaction to copy it and hold a cast of it for up to 1 hour. Once only during that time, you can cast that spell without expending a spell slot. You can only hold 1 spell at a time this way.
Defense Plus
Beginning at 10th level, you can direct your magic to absorb damage while your Spellweaver is active. When you take damage, you can use your reaction to expend one 5th level or lower spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
Spell Mastery
At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Aemula spell and a 2nd-level Aemula spell that you can cast. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
By spending 8 hours in meditation, you can exchange one or both of the Spells you choose for different spells of the same level.
Path of the Battle Mage
Sculpt Spells
Beginning at 3rd level, you can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effects from the cantrip.
Preferred Magic
Beginning at 10th level, you have taken a liking to a certain brand of battle magic. Choose either Fire Boost, Blizzard Boost, or Thunder Boost from the Aemula Ability list. You always have that ability prepared, and it only costs 1 AP to use that particular ability.
Powerful Element
Starting at 14th level, choose 1 of the following damage types: cold, fire, lightning, or thunder. Spells you cast of that type ignore resistance, and creatures that would otherwise be immune to that damage type are treated as resistant instead. Additionally, any 1's you roll on the damage dice for spells that cast that type are treated as 2's instead.
Magic Plus
Starting at 18th level, when you would roll to decide the damage inflicted by one of your spells that is 5th level or lower, you can choose to inflict the maximum damage instead. (For example, if the damage you roll would be 8d6, you can choose to inflict 48 damage). You can only do this once and must complete a short or long rest before you can do this again.