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    Barbarian in the Playground
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    Dec 2013

    Default Twilight Warrior Base Class (with alternative casting system) [PEACH]

    Spoiler: Cached Text
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    Hello!

    Some time ago Mr. Moron posted a good Astromancer homebrew. I read it and was inspired to make changes, and accidentally ended up reworking the entire thing into a gish instead, with a new casting system attached. I asked Mr. Moron if it was alright for me to post it up here for feedback, and I got his blessing.

    So, here goes. Please look at the end of the post for specific feedback questions:

    Spoiler: Old Version - Preserved for reference/posterity
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    Twilight Warrior

    Spoiler: Introduction and Flavor
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    Holding aloft a blade made of sunlight, a human chants an ancient song. A beam of searing flame pours forth from his blade and alights a line of undead wraiths, leaving a wake of flames behind it.

    Wreathed in dark energy, an elf charges toward a lumbering golem. She alights upon him with a blinding flash of her shortword, then vanishes from sight as she steps into the dim light between two buildings.

    After muttering some words to the sky, a cloaked half-orc slides into the shadow of a tower, flitting up the smooth walls of a parapet. He appears behind a guard standing watch over the valley below. Suddenly, an nearby torch is extinguished.

    Twilight warriors mediate between the ancient forces of the sun and the moon, channeling these forces through ancient incantations to the celestial bodies. They combine their mastery of melee combat with powers granted to them by the light and the dark.

    Mediator of Celestial Forces
    Twilight warriors mediate between extremes of sun and moon, light and dark, action and subtlety. Their power comes from the negotiation between two extremes, a philosophy present in both their combat and personalities. Many twilight warriors lead a druid-like existence, in service and communion with the natural world. Others channel celestial energies in service to a deity. To a twilight warrior, connection to the sun and the moon is tied in the natural transformation between extremes.

    Transformative Power
    Twilight is that short moment between light and dark, just before sun perches over the sky or just as it settles behind the horizon. It signals a changing of the guard, a shift between creatures of the day and creatures of the night. Periods of transition are of special interest to twilight warriors, who observe and sometimes take their part in times of change. Perhaps it is to prevent change, when a proper time of transition has not yet arrived. But when that time arrives, sometimes a twilight warrior must interfere in order to hasten natural transition.

    Creating a Twilight Warrior
    When making a twilight warrior, consider how your character connects to the forces of the sun and the moon. Perhaps your character was raised in a druidic culture and was selected to hold this role. Perhaps your character serves a deity that represents the mediation of extremes. Maybe in your training to become a warrior you were trained by one that channeled celestial powers. Or maybe you were born during a celestial convergence, making you particularly sensitive to astral energies.
    Twilight warriors frequently find themselves as adventurers when they cause or prevent transition, or seek to cause more balance in the world.

    Quick Build
    You can make a twilight warrior quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom and Constitution. Second, choose the hermit background.

    Spoiler: Twilight Warrior Class Table
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    Level Proficiency Bonus Features                Celestial Energy Incantations Known Incantation Slots Maximum Energy Cost
    1st +2 Solar Weapon, Lunar Shield 1 - - -
    2nd +2 Astromancy, Celestial Mediation 2 2 1 1
    3rd +2 Twilight Path 2 3 2 1
    4th +2 Ability Score Improvement 2 3 2 1
    5th +3 Extra Attack 3 3 2 2
    6th +3 Twilight Path Feature 3 4 2 2
    7th +3 Bind Fates 3 4 2 2
    8th +3 Ability Score Improvement 3 4 2 2
    9th +4 - 4 5 2 3
    10th +4 Twilight Path Feature 4 5 2 3
    11th +4 Solar Strike 4 5 3 3
    12th +4 Ability Score Improvement 4 5 3 3
    13th +5 - 5 6 3 4
    14th +5 Constant as the Sun 5 6 3 4
    15th +5 Inconstant as the Moon 5 6 3 4
    16th +5 Ability Score Improvement 5 6 3 4
    17th +6 - 6 7 3 5
    18th +6 Twilight Path Feature 6 7 3 5
    19th +6 Ability Score Improvement 6 7 3 5
    20th +6 Equinox 6 7 3 5

    Class Features
    As a Twilight Warrior, you gain the following class features.

    Hit Points
    Hit Points: 1d8 per twilight warrior level
    Hit Points at 1st Level: 8 + your constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per twilight warrior level after this one

    Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None

    Saving Throws: Strength, Wisdom
    Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Nature, Religion, or Survival

    Equipment
    You start with the following equipment in addition to the equipment granted by your background
    • (a) scale mail or (b) leather armor
    • (a) any simple or martial weapon
    • (a) a priest’s pack or (b) an explorer’s pack

    Solar Weapon
    Starting at 1st level you gain the ability to channel the sun’s rays into raw physical form. You may summon a shard of radiant power in the form of a weapon you are proficient with as a bonus action. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

    In order to attack with this weapon you must expend 1 solar energy.

    Lunar Shield
    Starting at 1st level you gain the ability to coalesce moonlight into a physical form. You may summon a shield in your hand as a reaction. This shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature to summon a shield again, if you dismiss the shield (no action required), or if you die.

    As a bonus action you may expend 1 Lunar energy to grant +1 AC to a creature within 10 feet. This effect expires at the beginning of your next turn. You cannot cast an incantation in the same turn you use this feature.

    *Sidebar: Binding to Magic Items*
    Identical to Warlock sidebar of the same name

    Astromancy
    Beginning at 2nd level, your connection to the sun and the moon allows you to invoke incantations. Like spells, incantations allow for control of magical forces in the universe. Unlike spells, each incantation represents a suite of similar abilities that can be modified and grows stronger depending on how you cast it.

    Celestial Energy
    You cast incantations using a pool of celestial energy that shifts between two types: solar energy and lunar energy. You can expend this energy to use Incantations or other abilities. Whenever you expend a point of solar energy it becomes a point of lunar energy. Whenever you expend a point of lunar energy it becomes a point of solar energy. Your total celestial energy depends on your twilight warrior level and is shown on the class table above. You may not expend more celestial energy points in a single action than your Maximum Energy Cost, also shown on the class table above. When you gain a new point of celestial energy you choose if it starts as solar or lunar energy.

    Incantation Slots
    The Twilight Warrior table shows how many spell slots you have to cast your incantations.. To cast one of these incantations, you must expend an incantation slot. You regain all expended incantation slots when you finish a long or short rest.

    Incantations Known
    You know two incantations of your choice from the astromancy incantation list.
    The incantations known column of the twilight warrior table shows when you learn more astromancy incantations of your choice.
    Additionally, when you gain a level in this class, you can choose one incantation you know and replace it with another incantation from the astromancy incantation list.

    Astromancy Ability
    Wisdom is the key ability score for using astromancy, since the power of your magic relies on your connection to the natural bodies of the sun and moon. You use your Wisdom whenever an incantation refers to your incantation ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an astromancy incantation you cast and when making an attack roll with one.

    Incantation save DC = 8 + your proficiency bonus + your Wisdom modifier
    Incantation attack modifier = your proficiency bonus + your Wisdom modifier

    Incantation Focus
    You may use an astral focus as an incantation focus. Alternatively, you may use your solar weapon as a focus for incantations that expend solar energy, and your lunar shield for incantations that expend lunar energy.

    Celestial Mediation
    Starting at 2nd level you can mediate between the powers of the sun and the moon within yourself. As an action you may evenly divide your celestial energy between Solar and Lunar energy. If your total celestial energy is odd, you choose the type for one energy point.

    Twilight Path
    Starting at 3rd level you can call on the unique power that flows between the times when the Sun and the Moon rule the sky. You can choose a single path to follow: The Path of Dusk or the Path of Dawn, both detailed at the end of the class description. Your path grants you benefits at 3rd, 6th, 10th, and 18th levels.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Bind Fates
    Starting at 7th level, you may expend 1 lunar energy to create a warding bond between yourself and a willing creature within 10 feet as a bonus action. The target gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. This effect expires at the beginning of your next turn. This feature ends if you drop to 0 hit points.

    Solar Strikes
    At 11th level, strikes with your solar weapon are suffused with energy. When you hit a creature with your solar weapon, the creature takes an extra 1d8 radiant damage.

    Constant as the Sun
    At 14th level, the sun both guides and sustains you. During a forced march you do not gain exhaustion if you are in the sunlight for at least one hour each day. Moreover, in bright light you are not hindered by non-magical terrain.

    Inconstant as the Moon
    Beginning when you reach 15th level, the moon may alter your fate. When you roll a d20, you may choose to roll the die again and use that result before the outcome is determined. You must keep the second result. You can’t use this ability again until you complete a short rest.

    Equinox
    At 20th level, your midway path grants you additional power when you need it most. As a bonus action, you may gain a temporary pool of celestial energy points that are the reverse values of your current celestial energy pool. An incantation uses these points before your usual pool, and they are removed when they are expended. This temporary pool lasts for one hour. You can’t use this ability again until you complete a long rest.

    Spoiler: Twilight Paths
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    Your twilight path represents your transformative powers between extremes, and your mediation between them – light becoming darkness, or darkness becoming light.

    Path of Dusk
    During dusk the day closes and night starts to begin. Dusk is gentle, mysterious, and subtle. Dusk is the time for lover’s words, revelry, and the emergence of nocturnal creatures that hide from the sun. As a warrior of the Path of Dusk, you focus your energies on the transformation of light into darkness and the energy of the day as it fades into cool night.

    Rising Moon
    At 3rd level you focus your energies on the transformation from the light of day to the dark of night. Whenever you expend solar energy you may convert one additional point of solar energy into lunar energy.

    Eventide Gifts
    At 3rd level, you gain gifts from the moon to make you more suited for dusk. You gain proficiency in the Stealth skill and darkvision in a 60-foot radius.

    Extinguish
    At 6th level, if you expend lunar energy on an ability that would deal radiant damage you can instead cause that ability to deal necrotic damage.
    Also, as an action you may choose a non-magical flame or source of light that fits within a 5-foot cube and is within 60 feet. The flames or light source within the cube is immediately extinguished.

    Shroud
    At 10th level you may shroud a nearby area from perception. Target a number of objects and creatures that fit within a 10-foot-radius sphere that is within 30 feet. For 10 minutes, when targets are within the sphere they are invisible. This effect ends if a target casts a spell on an unwilling creature, or deals damage. You can’t use this ability again until you complete a long rest.

    Mounting Darkness
    At 18th level, you can conjure a region of midnight that travels with your person. This 30-foot-radius sphere darkens to dim light. Enemies with darkvision see this area as dim light, and nonmagical light can’t illuminate it. Enemies that enter or start their turn in this area must make a Wisdom saving throw equal to your incantation save DC or are blinded for one round, and allies within this area have advantage on Dexterity (Stealth) checks.

    Path of Dawn
    Each dawn heralds a new day. It is the cleansing of the night and the promise of new things to come. It is sudden, forceful, and illuminating. As a follower of the Path of Dawn, you focus your energies on the coming of light to darkness and the transformation of the world when the day begins.

    Rising Sun
    At 3rd level you learn to focus your energies on the transformation from dark to dawn. Whenever you expend lunar energy you may convert one additional point of lunar energy into solar energy.

    Illumination
    At 3rd level, you gain proficiency in Insight or Perception.

    Searing Radiance
    At 6th level, if you expend solar energy on an ability that would deal radiant damage you can instead cause that ability to deal fire damage. This fire spreads around corners. It ignites flammable objects in the affected area that aren’t being worn or carried. If a creature succeeds on a Dexterity saving throw to avoid the fire damage, they take half that damage instead.

    Revelation
    Starting at 10th level, you may reveal lies and deceit. Target a point within 30 feet. In a 15-foot-radius sphere centered on that point a bright light shines. Within the light illusions are suppressed, creatures have disadvantage on Dexterity(Stealth) checks, and creatures cannot lie (as the Zone of Truth spell). You can’t use this ability again until you complete a long rest.

    Blazing Dawn
    At 18th level, you can use your action to emanate an aura of sunlight that lasts for one minute or until you dismiss it using an action. You emit true sunlight in a 30 foot radius and dim light shines for 30 feet beyond that. This light banishes magical darkness.
    Whenever a creature strikes you, you may deal damage to that creature equal to 5 + your Wisdom modifier.


    Spoiler: Astromancy Incantation List
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    Casting an Incantation
    When you cast an incantation, you choose one step at which to cast it. The incantation includes that step and all preceding steps unless otherwise noted.

    Additional Effects
    Additional Effects are noted by: ‘+’.
    If the incantation is ongoing, the caster may expend the requisite Celestial Energy to create the additional effect. These additional effects require one action unless otherwise noted.
    If the incantation is instantaneous, the caster may add this additional effect to the incantation at the moment of casting.

    Interaction With Other Effects
    An incantation is considered to be a spell for the purpose of casting and interacting with other effects (see Chapter 10 of the PHB). The number of celestial energy spent on an incantation can be considered to be its spell level.

    Components
    Unless otherwise noted an incantation requires an action to cast, a somatic component, a verbal component, and an incantation focus.

    Brightblade
    Solar Energy
    Range: Touch
    Duration: Concentration, up to 1 hour

    (1) Target a non-magical weapon you are touching. For 1 hour the weapon sheds bright light in a 20 foot radius and dim light for an additional 20 feet.
    (2) In addition, the weapon becomes a magic weapon with a +1 bonus to attack and damage rolls.
    (3) In addition, the weapon deals an extra 1d4 radiant damage.
    (+2-8) When a creature is hit by this weapon, you may instantly deal 2d8 radiant damage to the target, and 1d8 additional damage for every 2 additional solar energy expended.
    (+2) When a creature is hit by this weapon, you may instantly cause your weapon to flare with fierce light. The target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this incantation makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

    Celestial Blessing
    Solar or Lunar Energy
    Range: Self
    Duration: 10 minutes

    (1) Thin and wispy flames wreath your body for the duration. If you spent Solar Energy to cast this incantation, bright light is shed in a 20-foot ra¬¬¬¬dius and dim light for an additional 20 feet. If you spent lunar energy to cast this incantation, you gain 1d4 + 4 temporary hit points. You can end this incantation at any time.
    (2) The flames provide you with resistance to radiant damage. This damage resistance can be altered by your sublcass feature that modifies damage type.
    (4) In addition, when a creature within a 5 feet radius of you hits you with a melee attack you may expend one Celestial Energy. If you do the shield erupts, and the attacker takes 2d8 radiant damage.
    (+2 Solar Energy) For one minute all radius effects of the shield are doubled and magical darkness is banished in that radius.
    (+2 Lunar Energy) For one minute you gain the ability to take the Disengage or Hide action as a bonus action.

    Celestial Onslaught
    Solar or Lunar Energy
    Range: 1 mile
    Duration: Instantaneous

    (5 Solar and 5 Lunar Energy) Casting of this incantation may exceed your maximum energy cost.
    Blazing orbs of celestial energy plummet to the ground at four different energy points you can see within range. Each creature in a 40-foot-radius centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 necrotic damage on a failed save, or half as much on a successful one. A creature in the area of more than one sphere is affected only once.
    The incantation damages objects in the area and ignites flammable objects that aren’t being worn or carried.

    Cleansing Glow
    Solar Energy
    Range: 60 feet
    Duration: Instantaneous

    (2) Choose a creature within range. You can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    (3) Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    (+1) The target for this incantation becomes a point within range, and the area becomes a 10-foot-radius sphere centered on that point.
    (+1-6) For each additional Solar Energy you expend, you automatically end the effects of spells one level higher.

    Conjure Figment
    Lunar Energy
    Range: 30 feet
    Duration: Concentration, up to 1 hour

    (1) You shape moonlight into a simple figment, as the Silent Image spell.
    (3) You instead shape moonlight into a more complex figment, as the Major Image spell.
    (4) You shape moonlight in a full figment, as the Hallucinatory Terrain spell.
    (+2) You create a fearsome threat or creature as part of the illusion which attacks a target within 5 feet of the area of this incantation. That creature must make a Wisdom saving throw. On a failed save the target becomes frightened until the start of your next turn and takes 4d10 psychic damage. On a successful save, the incantation ends.

    Ebb and Flow
    Solar Energy
    Range: Self (10-foot-radius)
    Duration: Concentration, up to 1 minute

    (6) An immobile, faintly shimmering barrier springs into existence in a 10-foot-radius around you and remains for the duration.
    Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
    (8) The area becomes as the Antimagic Field spell.

    Empty Sky
    Lunar Energy
    Range: 60 feet
    Duration: Instantaneous

    (6) You strip a nearby creature of the natural forces of solar and lunar energy that course through every creature, causing it intense pain. The target must make a Constitution saving throw or take 5d8 + 30 radiant damage on a failed save, or half as much damage on a successful one.
    A humanoid killed by this spell provides you with 2 temporary solar energy and 2 temporary lunar energy. An incantation uses these points before your usual pool, and they are removed when they are expended. This temporary pool lasts for 10 minutes.
    (+1-3) For each additional lunar energy you expend, this incantation deals 2d8 additional damage.

    Fade
    Lunar Energy
    Range: Self
    Duration: Instantaneous

    Choose one effect:
    • (2) You become faded in moonlight and teleport up to 30 feet to an unoccupied space you can see.
    • (4) You teleport yourself from your current location to any spot within 500 feet, as the Dimension Door spell.
    • (7) You and up to eight willing creatures who link hands are transported to a different plane of existence, as the Plane Shift spell.
    • (7) You can step into the border regions of the Ethereal Plane, as the Etherealness spell. This lasts up to 8 hours.

    (+1-7) For each additional lunar energy you expend when you cast this spell, you can target an additional willing creature within 10 feet, and this creature travels with you.

    Guiding Light
    Solar Energy
    Range: Self
    Duration: Instantaneous

    (1) For the next 1 minute you are warded against attack. Any creature who targets you must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. If you make an attack or cast an incantation that affects an enemy creature, this effect ends.
    (3) For the next 10 minutes, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
    (4) For the next 1 hour you are unaffected by difficult terrain, and magical effects that cause you to have a slower speed, be restrained, or be paralyzed. You may also expend 5 feet of movement to escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposed no penalties on the your movement or attacks.

    Lunacy
    Lunar Energy
    Range: 90 feet
    Duration: Concentration, up to 1 minute

    Choose one:
    • (2) You create violent madness in one humanoid within range. One humanoid of your choice within range must succeed on a Wisdom saving throw, or must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The creature can act normally on its turn if you choose no creature or none is within reach. At the end of each of its turns the creature can make a Wisdom saving throw to end the effect.
    • (2) You spawn indiscriminate delusions in the minds of a creature in range, as the Confusion spell. At the end of each of its turns the creature can make a Wisdom saving throw to end the effect.
    • (8) You shatter the mind and personality of a creature in range. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save, the creature loses their sense of self, and becomes affected as the Feeblemind spell. This effect does not require concentration and has no duration.
    (+1-7) The target of this spell becomes a point within range, and the area becomes a 5-foot-radius centered on that point. The radius increases by 5 feet for each additional lunar energy you expend.

    Midnight Foretelling
    Lunar Energy
    Range: Self
    Duration: Instantaneous

    (1) You gain knowledge of your future that is otherwise hidden to you, and determine if there are threats nearby. If there are hostile creatures within 240 feet you are made aware of this fact.
    (2) You are also made aware of the threats’ number, general nature, and direction from you.
    (4) Instead, you extend your foresight further into the future. You may ask a single question concerning a specific goal, event, or activity to occur within the next 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The incantation doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional incantations or the loss or gain of a companion.

    If you cast this incantation two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

    Nightshade
    Lunar Energy
    Range: 120 feet
    Duration: Concentration, up to 1 minute

    While you concentrate on this incantation you may, as an action, cast this incantation again to create an additional Nightshade sphere. You may not create more than three spheres, and can dismiss any sphere as a bonus action.

    (1) You conjure a 15-foot radius sphere of midnight within range that darkens to dim illumination. Nonmagical light can’t illuminate it. Looking through this area causes the area behind it to appear as though it is also in dim illumination.
    (3) Creatures that enter or end their turn in this area must succeed on a Wisdom saving throw or are slowed per the effects of the Slow spell for 1 round.
    (5) When you cast this incantation, creatures within all Nightshade spheres must succeed on a Wisdom saving throw or be paralyzed for the duration of this incantation. At the end of each of their turns they may repeat the save to end the effect.
    (+1) As a bonus action, all Nightshade spheres become areas of total darkness and silence (as the Darkness and Silence spells). You may dismiss this effect as a bonus action without expending lunar energy.

    Radiant Charge
    Solar Energy
    Range: Self
    Duration: Instantaneous

    (1) You may instantly move up to 120 feet and you are not subject to opportunity attacks.
    (+1-8) After moving, you may make a single attack. If it hits, your target takes 2d8 radiant damage for each additional solar energy you expend.
    (+1) Target a creature within 5 feet of you at the end of your movement. That creature must make a Constitution saving throw or be stunned for one round.
    (+2) You may use the movement provided by this incantation to fly.

    Sanctify
    Solar Energy
    Range: Self

    Duration: Concentration, up to 10 minutes
    (2) You shed dim light in a 5-foot radius. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. Creatures of those types have disadvantage on attack rolls against you. You can’t be charmed, frightened, or possessed by them. If you become charmed, frightened, or possessed by such a creature, the you have advantage on any new saving throw against the relevant effect.
    (4) For the duration, you have advantage on saving throws against spells and other magical effects. When you succeed on a saving throw made against a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
    (+7) For one minute, you have advantage on all saving throws, and all creatures have disadvantage on attack rolls against you until the incantation ends. In addition, when a creature hits you with a melee attack the attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
    (+1) As a bonus action, the area of this incantation becomes all creatures within a 15-foot-radius sphere centered on your current location. Chosen creature types can’t willingly (choose one: enter or leave) the area by nonmagical means. If the creature attempts to otherwise cross the circle, it must first succeed on a Charisma saving throw.
    (+1) If you are within the area of the incantation’s effect, you may use a bonus action to change the area of the effect to ‘self’.

    Solar Storm
    Solar Energy
    Range: 150 feet
    Duration: Instantaneous

    (6) A storm made of pure solar energy appears in a location you choose within range. The area of the storm consists of up to ten 10-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw or take 6d10 radiant damage on a failed save.
    (+1-3) For each additional solar energy you expend, this incantation deals 1d10 additional damage.

    Searing Beam
    Solar Energy
    Range: 100 feet
    Duration: Instantaneous

    (1) You unleash a beam of radiant energy forming a line 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save.
    (+2-8) For every 2 additional solar energy you expend, the initial casting of this incantation deals 3d6 additional damage.
    (+2-8) A blaze of solar energy trails in the wake of the beam and lasts for 5 rounds. The wake is 10 feet high and 5 feet wide. When a creature ends its turn within 10 feet of the blaze or enters that area for the first time on a turn, they must succeed on a Dexterity saving throw or take 4d6 radiant damage. This damage increases by 1d6 for each additional solar energy you expend beyond two.

    Shadow Bind
    Lunar Energy
    Range: 60 feet
    Duration: Concentration, up to 1 minute
    (2-9) Target a creature within range whose shadow you can see. The target must make a Strength saving throw or be restrained by their shadow. At the end of each of their turns they may attempt a Strength saving throw against your incantation save DC. On a success, it frees itself. For each lunar energy that you expend above 2, you may target an additional creature with this incantation.
    (+1-9) While a target is bound, you can encourage the shadows to become suddenly violent. Bound creatures take 2d8 slashing damage. For each additional lunar energy expended one additional shadow becomes violent and shadows deal an additional 1d8 damage.

    Shadow Shape
    Lunar Energy
    Range: Self
    Duration: Concentration, up to 1 hour

    (1) You have invisibility in areas of dim illumination or darkness. Anything you are wearing or carrying is invisible as long as it is on your person. This incantation ends if you attack or cast an incantation.
    (2) You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings. You also gain a climbing speed equal to your walking speed. You cannot be tracked except by magical means.
    (3) You can pass through small holes, narrow openings, and even mere cracks, although you treat liquids as though they were solid surfaces. You have resistance to nonmagical damage, and advantage on Strength, Dexterity, and Constitution saving throws.
    (6) This incantation affects 9 additional targets.
    (+1) As a bonus action, you may teleport to a space of dim illumination or total darkness within 60 feet.
    (+4) For one minute, this incantation does not end if you attack or cast an incantation.

    Slumber
    Lunar Energy
    Range: 60 feet
    Duration: Concentration, up to 1 minute

    (1) You cause a nearby creature to fall into a deep magical sleep. The target creature must make a Wisdom saving throw or fall unconscious. A creature that is already sleeping has disadvantage on this saving throw. Undead and creatures immune to being charmed automatically succeed this saving throw. The creature can reattempt this saving throw with advantage when it takes damage.
    (3) You may conjure a nightmare within the target’s dreams, causing the target to take 2d6 psychic damage on each of your turns until this incantation ends. A creature does not reattempt their saving throw due to this damage. You cannot reduce a creature to 0 hit points is this way.
    (4) You also inspire the phantasmal echo of a nightmare that lasts the duration of the target’s sleep. The target creature is prevented from gaining any benefit from that rest.

    Solar Blast
    Solar Energy
    Range: 60 feet
    Duration: Instantaneous

    (1) Choose a point within range. Creatures within a 5-foot radius sphere of that point must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save.
    (+1) Creatures that fail their saving throw are pushed 10 feet away from the edge of the affected radius.
    (+1) The area of this spell becomes a 5-foot-radius, 100-foot-tall cylinder.
    (+1-8) This incantation deals 3d6 additional damage, and 1d6 for every additional solar energy expended beyond 1.

    Solar Sphere
    Solar Energy
    Range: 60 feet
    Duration: Concentration, up to 1 minute

    While you concentrate on this incantation, you may summon an additional sphere for double the energy cost of the original effect. You may not have more than three Solar Spheres, and may dismiss one as a bonus action. This incantation ends if you do not control a solar sphere.

    (1) You conjure a 5-foot diameter sphere of sunlight within range. The globe sheds dim light in a 20-foot radius. As a bonus action, you can move the globe up to 60 feet to a new location within range.
    (2) The sphere ignites in searing radiant energy. Any creature that ends its turn within 5 feet of the sphere or passes through the sphere’s space must make a Dexterity saving throw. The creature takes 2d6 radiant damage on a failed save. If you ram the sphere into a creature, that creature must make a saving throw against the sphere’s damage, and the sphere stops moving this turn. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    (+3) You may detonate one sphere for every 3 solar energy you expend, ending its effect. Each creature within a 20-foot radius of the sphere must make a Dexterity saving throw. A target takes 7d6 radiant damage on a failed save.

    Sunbeam
    Solar Energy
    Range: Varies (see below)
    Duration: Concentration, up to 1 minute

    (6) You may cast this incantation as a bonus action. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. Choose an additional effect below and immediately activate it at no cost.
    (+1) A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creatures takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    (+1) You briefly form the sunbeam into a trailing line of light. Make a melee spell attack against a target within 10 feet. The target takes 4d8 radiant damage on a hit. Also, enemies within 5 feet of the target (including the target) must succeed on a Constitution saving throw. On a failed save they take 4d8 radiant damage and cannot take reactions or bonus actions until your next turn.

    Sunburst
    Solar Energy
    Range: 150 feet
    Duration: Instantaneous

    (6) Brilliant sunlight flashes in a 30-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 3 rounds. On a successful save, it takes half as much damage and isn’t blinded by this incantation. Undead and oozes have disadvantage on this save.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns.
    This spell dispels any darkness in its area that was created by a spell.
    (+1) The area of this spell increases by 30 feet.
    (+1) Targets are suffused in radiant energy, and they take 2d6 damage on each of their turns while they are blinded.
    (+1-3) The damage of this incantation increases by 2d6 and targets are blinded for three additional rounds for each additional solar energy you expend.

    Umbral Strike
    Lunar Energy
    Range: Self
    Duration: Instantaneous

    (1) You may instantly cast this incantation if you have advantage on a melee attack roll, and you hit with that attack. The target takes 1d8 additional radiant damage.
    (+1 or +4) If you expend 1 additional lunar energy, the target humanoid must make a Wisdom saving throw or become paralyzed for 3 rounds. At the end of each of its turns, the target may make another Wisdom saving throw. On a success, the target is no longer paralyzed. If you expend 4 additional lunar energy, this may affect any creature.
    (+1-9) For each point of lunar energy you expend the target takes an additional 2d8 radiant damage

    Witching Sight
    Lunar Energy
    Range: Self
    Duration: 1 hour

    (1) You gain darkvision in a 120 foot radius. Additionally, you may see magic with your sight as the Detect Magic spell.
    (2) You see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
    (3)You can see normally in magical darkness.
    (5) You gain truesight.
    (9) You gain a limited ability to see into the immediate future. For the duration, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration. Your Witching Sight lasts for 8 hours.
    (+4) You extend your sight to your shadow, which can separate from your body. When you do, your body goes into a trance and you may not perform any actions except the movement of your shadow. As an action, you can move your shadow up to 60 feet on any surface. A solid barrier and liquids blocks your movement, but your shadow can pass through an opening as small as 1 inch in diameter. Your shadow has invisibility in areas of dim light and darkness, and advantage on stealth checks. You may end this sight without expending an action.


    Spoiler: Design Notes
    Show
    Here's some notes on my design philosophy:
    Transformation
    The theme is now not only balance, but transformation from dark to light or light to dark. This seemed more specific.
    Celestial Energy
    As noted by Mr. Moron in his original post, celestial energy regulates tempo, not power output. It puts limits on the types of spells that may be cast in a row, but not on the number that can be cast before another short rest.
    Bladelock/Paladin Influence
    I took much of my balancing guidance from the warlock and paladin classes, and this is meant to be approximately on par. Short rest casting, but more blatantly martial than a bladelock encouraged my decisions.
    Incantations
    A new base class brings the possibility of an altered casting system. My hope was to make casting more modular and scale-able with level. An incantation represents a suite of similar spells, which may be altered in power and effect by expending additional celestial energy.
    Incantations allow more energy to be expended than 5. I have also written an Astromancer base class that uses full casting, but I shall post that at a later date.


    Links to Present Versions (PDFs):
    Twilight Warrior
    Astromancy Incantations

    Please give me some general feedback, but here's some specific questions I'd like you to consider:
    1) Does this strike you as unusually overpowered/underpowered compared to PHB classes?
    2) Are any of the features woefully unexciting?
    3) I tinker with a lot of things here - does it make sense, and is it reasonable?

    Thanks!

    An updated version of this homebrew lies in my signature. Let me know if you have any questions!
    Last edited by zeek0; 2017-04-26 at 08:46 AM.