hit dice:
1d8
hit points at 1st level:
8+your con mod
hit points at higher levels:
1d8 + your con mod
armor proficiencies:
Heavy armor
weapon proficiencies:
Longswords and shortswords
tools:
First Aid Kit
saving throws:
Constitution, Dexterity or strength
skills:
Choose 2 from religion, Intimidation, History, Investigation, Arcana.
starting equipment:
You may get 2 longswords or 2 shortswords
Chainmail armor
Preists pack or explorers pack
spellcasting:
class features:
lv1:
Fighting style - You may choose from archery, Defense, Blind fighting, Two weapon fighting.
Enlightenment - For each turn you attack in a row, you gain +1 to damage, up to 3, this scales with your level. You lose 2 stacks if you dont attack.
lv2:
Starfire spellblade - Once per short rest, your melee attacks gain a range of 30ft for 1 turn. This also automatically counts as a maxed enlightened attack. At level 6, this now does double your enlightened damage.
lv3:
Knowledge of the gods - You gain expertise and advantage in religion checks.
lv4:
ASI
lv5:
Extra attack
Forming armor and celestial wings - Your armor naturally designs itself to your body, you no longer have disadvantage on stealth checks with heavy armor, you also now may hover above the ground aprox half a foot of the ground.
lv6:
Ascension 1 - Your melee attacks gain an attack range of 15ft, in your starfire spellblade increases your range to 45 instead of 30. At max stats you now gain 5ft of movement as well.
lv7:
Celestial Blessing - Once per short rest, as a bonus action you heal for 1d4+con to yourself and an ally within 15ft. you both gain 15ft of movement for 1 round.
lv8:
ASI
lv9:
Celestial Blast - Once per short rest as a bonus action, Shoot an arrow with a range of 90ft, it hits the first target in a straight line between you and the location, exploding dealing 2d10 Radiant damage to anyone within 5ft of the location with a DC save of 8 + con + prof, this also lowers resistances by one level down to neutral for one minute.
lv10:
Radiant dawn - Once per long rest, As a reaction, make someone immune to damage for 1 round, at the end of their immunity, deal 3d10 radiant damage to those within 10ft.
lv11:
Ancension 2 - Once you reach max enlightenment, your extra damage spreads to up to 1 nearby targets, these cant effect a target more than once per round. If only one is hit, their speed is lowered by 5ft.
lv12:
ASI
lv13:
God's Wisdom - At dawn, choose one skill to gain proficency in, or expertise if you already have proficency. This lasts until next dawn where you get to choose again. you may not choose the same skill 2 days in a row.
lv14:
Choose one of 2 abilites to get -
Protector of the fallen - Once per long rest, if you see an ally go down within 60ft of you, teleport to their side as a reaction instantly gaining full stacks of enlightenment, and granting the target the ability to ignore one fail of their death saves.
Smite the wicked - Once per long rest, You may choose a single target and you always count as having full stacks of enlightenment against that target, in addition your enlightenment is 1 higher than usual. This lasts for up to 1 minute.
lv15:
Unleashed magic - You may use celestial blast and Spellfire blade twice per short rest.
lv16:
ASI
lv17:
Ascended - If you start combat while not surprised, you gain full stacks of enlightenment.
lv18:
True Wisdom - You cant roll below your intellegence score on religion checks or history checks.
lv19:
ASI
lv20:
You may now cast celestial blast and spellfire blade at will, in addition Radiant dawn is now usable every short rest instead of every long rest.
subclass options: