The Light-Slinger
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Light-Slinger
Core Fantasy: The Light-Slinger is a Wisdom-based Breaker who shapes radiant energy into lines, bursts, and barriers. In Dungeon Break operations, they control vision and space, cutting through darkness and protecting squads against shadow-based threats.
Level 1 Features
Photonic Focus (Level 1)
Your senses are tuned to shifts in light and glare.
Rules:
You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
You have advantage on saving throws against being blinded.
You have advantage on Wisdom (Perception) checks that rely on sight while you are in bright light.
Battle Beacon (Level 1)
Your presence in a fight is marked by steady, guiding light.
Rules:
While you are conscious, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can suppress or restore this light as a bonus action.
When you roll initiative, you and one friendly creature of your choice within 30 feet of you each gain temporary hit points equal to your Wisdom modifier (minimum 1). These temporary hit points last until the end of the combat or until they are lost.
Level 3 Feature
E-Rank: Countershadow Pattern (Level 3)
At E-Rank, your light marks enemies and breaks their cover in the dark.
Rules:
When you deal radiant damage to a creature with a spell from this class or a weapon attack, that creature cannot benefit from being invisible and cannot gain advantage on attack rolls from being in dim light or darkness until the start of your next turn.
While you are in bright light, creatures within 10 feet of you cannot treat dim light or darkness as lightly obscured for the purpose of hiding from you.
Level 7 Feature
D-Rank: Safe Illumination (Level 7)
At D-Rank, your light carves clean gaps for your own squad.
Rules:
When you create an area of bright light or an area that deals radiant damage with a spell from this class, you can choose a number of creatures you can see equal to your Wisdom modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw against that spell and takes no damage from it.
Difficult terrain created directly by your spells that are centered on light or radiant energy does not affect you.
Level 10 Feature
C-Rank: Mark of Clarity (Level 10)
At C-Rank, a single hit of your light exposes gaps for follow-up fire.
Rules:
Once on each of your turns, when you deal radiant damage to a creature with a spell from this class or a weapon attack, you can mark that creature until the start of your next turn.
While a creature is marked by this feature:
Its speed is reduced by 10 feet.
Allied creatures’ ranged weapon attacks against it ignore half cover.
Level 13 Feature
B-Rank: Radiant Rally (Level 13)
At B-Rank, you can surge light across the field to move and steady your team.
Rules:
As an action, you emit a focused wave of guiding light that reaches your allies.
Choose a number of willing creatures you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. Each chosen creature can immediately move up to half its speed. This movement does not provoke opportunity attacks.
Each chosen creature also gains temporary hit points equal to your Wisdom modifier (minimum 1). These temporary hit points last until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Unblinking Radiance (Level 16)
At A-Rank, constant exposure to Gate-light has hardened you against visual tricks.
Rules:
You are immune to the blinded condition caused by nonmagical sources.
You have blindsight out to 10 feet.
You have advantage on saving throws against illusions and against spells or effects that rely on darkness or shadow to impose disadvantage on your attacks or Perception checks.
Level 20 Feature
S-Rank: Solar Ascendance (Level 20)
At S-Rank, you enter a full combat state where the field bends around your light.
Rules:
As an action, you enter a solar ascendance state that lasts for 1 minute and moves with you.
While this state lasts:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet. Magical darkness of 3rd level or lower in this bright light is suppressed.
Invisible creatures within the bright light are visible to you and cannot treat you as an unseen attacker.
You and friendly creatures of your choice within the bright light have advantage on saving throws against being blinded, charmed, or frightened.
Once on each of your turns, when you or a friendly creature within the bright light deals radiant damage, that creature can add your Wisdom modifier (minimum 1) to one radiant damage roll of that effect.
The state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.