0 of 0

File information

Last updated

Original upload

Created by

Lumaterian

Uploaded by

Lumaterian

Virus scan

Safe to use

Tags for this mod

About this mod

Implementation of The Undying Light Warlock from Unearthed Arcana 10

Requirements
Permissions and credits
Translations
  • German
Changelogs
This is an adaptation of the The Undying Light Warlock subclass from Unearthed Arcana 10:

Compatibility Framework support implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch

This subclass has progression to level 20. You don't need a mod to increase the level cap, you just won't get the level 13-20 features

Subclass Features:
Expanded Spell List:
1st-level The Undying Light feature
The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st level: Burning Hands
2nd level: Flaming Sphere
3rd level: Daylight
4th level: Fire Shield
5th level: Flame Strike
- Implementation notes:
- Rules as written
- Progression:
- Level 1: Burning Hands added to spell selection
- Level 3: Flaming Sphere added to spell selection
- Level 5: Daylight added to spell selection
- Level 7: Fire Shield added to spell selection
- Level 9: Flame Strike added to spell selection

Radiant Soul:
1st-level The Undying Light feature
Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to Radiant damage, and when you cast a spell that deals Radiant damage or Fire damage, you add your Charisma modifier to that damage.
Additionally, you know the Light and Sacred Flame cantrips and can cast them at will. They don't count against your number of cantrips known.
- Implementation notes:
- Rules as written
- Progression:
- Level 1: Gain Radiant Soul, learn Light & Sacred Flame

Searing Vengeance:
6th-level The Undying Light feature
Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
Once you use this feature, you can’t use it again until you finish a long rest.
- Implementation notes:
- Almost rules as written
- Searing Vengeance will trigger upon being downed, rather than the first death saving throw
- Progression:
- Level 6: Gain Searing Vengeance, can be toggled off

Radiant Resistance:
10th-level The Undying Light feature
Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
- Implementation notes:
- Rules as written
- After a short or long rest, gain temporary HP equal to your warlock level + Charisma modifier
- Radiant Resistance will appear in the bonus bin; Choose up to 5 targets, targets gain temporary HP equal to half your warlock level + Charisma modifier; Cannot be used in combat
- Progression:
- Level 10: Gain Radiant Resistance

Healing Light:
14th-level The Undying Light feature
At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
You regain all expended dice from your pool when you finish a long rest.
- Implementation notes:
- Rules as written
- Progression:
- Level 14: Gain Healing Light & 15 Healing Light Charges, charges restored on long rest



Spell List Additions:
I've added 4 spells to the list in this mod that appear on the 5E Warlock spell list (as of TCE), but are not available to players in BG3.
Mind Spike: Effect changed slightly to conform to BG3's invisibility rules
Intellect Fortress
Raulothim's Psychic Lance: Naming target component excluded
Synaptic Static

Also to match the effect of my Spell List Additions mod, I've added Planar Binding