Lightbearers
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Also known as “Risen,” Lightbearers were once-dead souls of individuals from other races, discovered and resurrected by the Light-based power of tiny robotic Ghosts attuned to the Traveler. Though they are changed in the Light, Lightbearers retain the physiology of their previous, “original” race. Lightbearers themselves are composed of light, the will to fight, and most importantly: Hope for the future. Lightbearers harness the focused elements of Light and Darkness to defeat enemies of any size and number.


Movement

Your Movement Speed is retained from your original race/heritage.

Additionally, a Lightbearer has a Jump Height and Glide Speed dependent on their Lightbearer Class. Thanks to the sturdier nature of a Lightbearer, they do not take fall damage from at-most a 40ft. fall.

For every 10ft. over 40ft. that you fall, you take [1d6] damage upon a hard landing. This fall damage cannot reduce your hit points to 0, but it can leave you at 1 Hitpoint.

Jump Height dictates maximum vertical movement during a jump.

Glide speed dictates maximum horizontal movement during a jump, and can be used to move in any direction while in mid-air.

A Lightbearer can use 10ft. of their Walking Speed to add the remainder as added horizontal momentum to their jump, but Glide Speed can be used to alter the direction of the jump regardless of the original momentum. For instance, if a Lightbearer takes a running jump to move 30ft. horizontally, they can use their Glide Speed to move 10ft. to the left or right around a corner or obstacle.

For the purposes of Stealth mechanics, if a Lightbearer jumps, they incur disadvantage on their Stealth checks.

Orb of Power

When a Lightbearer meets certain conditions with their Super, or through other special means, Orbs of Power can be generated within a 15ft. radius of the Lightbearer, per the DM’s discretion. Any Lightbearer that moves within 5ft. of an active Orb of Power can use a free action to consume the Orb and receive [2d10 Super Points]. A Lightbearer can only consume one Orb of Power per turn.


Proficiencies

All Lightbearers were once mortals with memories of their past lives removed. However, more often than not, Lightbearers can be first risen with various clues about who they once were. These could be game sets, hobbyist tools, instruments or trinkets that seem important even centuries later. All Lightbearers have proficiency with one Tool of their choice in addition to any Tool Proficiency that may come with their original race or background.

Each Lightbearer also has proficiency in one set Skill based on their LightClass, as well as a second Skill of their choice.

Lightbearers are proficient in all weapons if they are not proficient already.

Fill that Vault up!


Ability Score Improvement

Taking this race replaces your original race’s ability score improvement with a new set of ability score improvements. All Lightbearers have a:

  • +1 to Constitution

  • +1 to an Ability Score of your choice

  • +2 to a “Main Ability Score” [MAS] depending on their LightClass.


Ability Save DC’s

The Ability Save DC’s of all of a Lightbearer's abilities are based on their [MAS]. The following are the Save DC’s of each LightClass.

  • Titan: [8 + STR + PB]

  • Warlock: [8 + INT + PB]

  • Hunter: [8 + DEX + PB]

Language

Your language is retained from your original race and background.


Age

You no longer age and your age is stagnant to the day of your former death, or the day your soul was bonded to a Ghost. If a Risen is of an age lower than the original race/heritage’s prime adult condition, they will age as normal until that point, where they will stop aging.


Size

Lightbearers are created from all walks of life and you are no different. You retain the size of your original Race/Heritage.