Lightsmith (3.5e Alternate Class Feature)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eromythic (talk)
Date Created: 21-01-2022
Status:
Editing: Clarity edits only please
ArticleUnrated.png
Rate this article
Discuss this article

Lightsmith

Light-flavoured Thundersmith

Class: Thundersmith

Prerequisites: Good aligned

Level: 1 to 5

Replaces: Electricity typed features.

Benefit: "Holy" typed features.


The core of the concept is picking up Thundersmith and changing the flavor to be using radiant light instead. I like the balance and flavor of the original class better, but see no reason to keep other energy types away from this kind of concept, so this will be an attempt at reflavoring the class with a more holy theme.

Radiant Blows (previously Thunderblows) (Su): You can add your Constitution modifier as holy damage to any of your attacks (Holy damage affects evil creatures normally, deals half damage to neutral creatures and deals no damage to good creatures).

Holy surge (previously Stormsurge) (Su): Whenever you deal energy damage (fire, cold, electricity, acid, sonic) you may choose to deal half of that damage as holy damage instead (the other half remains in its original type, holy damage affects evil creatures normally, deals half damage to neutral creatures and deals no damage to good creatures). The caster level for spells and spell-like abilities you use that deal divine or holy damage is increased by 2.

Positive Energy Flow (previously Resistance to Electricity) (Ex): At level 2 you gain an Aura of Good (like a Cleric's) if you didn't have it. Additionally, choose between inwards and outwards flow and gain the following benefits:

At level 5 this feature improves:


Sunwalk (previously Stormwalk) (Ex): You gain +2 to saving throws against positive energy effects and you are immune to blinding effects.

Radiant Forge (previously Lightning Forge) (Su): By using a magical forge powered by the radiance, you enhance your crafting ability.

At level 3 you are able to seep the power of holy light into items you craft. This allows you to:

  • create wondrous items and specific magic weapons and armor of less than 5000gp market price that require a spell with the Good or Light descriptors as if you had all the requirements for them, including the Craft Wondrous Item feat (you must still pay the costs).
  • create light-imbued weapons and armor. You can enhance any weapon or armor by crafting into it one of the following special abilities: Merciful, Blinding, SacredMIC, HealingMIC, BlessedMIC,BoED, SacredBoED. This ability doesn't count towards the modified bonus for the item (doesn't count towards maximum number of enhancements nor the price of the next enhancements).

At level 5 you are able to make magic items out of the Light itself. This allows you to:

  • create wondrous items, specific magic weapons and armor and magic rings of any price that require a spell with the Good or Light descriptor as if you had all the requirements for them, including any crafting feats (you must still pay the costs).
  • create lightforged weapons and armor. Made out of the most radiant light, these items are always magical (minimum +1 enhancement bonus) and have a +4 to confirm critical hit; they otherwise have the same stats as their usual steel/wood counterpart. You can enhance any lightforged weapon or armor by crafting into it up to two of the following special abilities: Merciful, Blinding, Holy, Invulnerability, SacredMIC, Healing (including Greater) MIC, Heavenly BurstMIC, Holy SurgeMIC, Divine WrathMIC, Sacred BurstMIC, Death WardMIC, Prismatic BurstMIC, BlessedMIC,BoED, SacredBoED, AngelicBoED, SoulfireBoED. These abilities don't count towards the modified bonus for the item (don't count towards maximum number of enhancements nor the price of the next enhancements).

Fueled by Light (previously Fueled by Lightning) (Ex): Whenever you are subject to an effect that would attempt to deal damage (or heal) with positive energy (before taking into account resistances and other defenses), you may choose to become charged by it. You get 1 charge for every 5 points of damage or healing, and you can store a maximum of charges equal to 2 * Constitution modifier. When you next make an effect that deals divine or holy damage, you discharge completely dealing extra holy damage equal to the number of charges you had stored to the first creature struck (holy damage affects evil creatures normally, deals half damage to neutral creatures and deals no damage to good creatures). If you stay charged for three rounds without discharging, you naturally lose all charges.


Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

AuthorEromythic +
ClassThundersmith +
Identifier3.5e Alternate Class Feature +
RatingUnrated +
SummaryLight-flavoured Thundersmith +
TitleLightsmith +