Luminary
ClassVagabond Core Rulebook · p.45
Open source p.45Weapons: – Skills: Mysticism, and 3 from either Arcana,
Starting packs: Devout
Features
L1 Theurgy. You can Cast Spells using Mysticism. Spells: You learn 4 Spells, two of which must always be Life and Light. You learn 1 other Spell every 2 Luminary Levels hereafter. Mana: Your Maximum Mana is equal to (4 × your Luminary Level), and the highest amount of Mana you can spend to Cast a Spell is equal to (Awareness + half your Luminary Level, round up). You regain spent Mana when you Rest.
L1 Radiant Healer. You get the Assured Healer Perk (p. 67), and the healing rolls of your Spells can also explode on their highest value.
L2 Overheal. If you restore HP that exceeds the Being’s Max HP, you can give the excess to yourself or a Being you can see.
L4 Ever-Cure. When you restore HP, you can end either a Charmed, Confused, Dazed, Frightened, or Sickened Status affecting the Target.
L6 Revivify. You can revive a Being with the Life Spell if it has been dead for as long as 1 hour. If you die, you are revived automatically. Afterward, you can’t be revived by this Feature for 1 day.
L8 Saving Grace. Your healing rolls can also explode on a 2.
L10 Life-Giver. Beings you revive are revived at 4 Fatigue if their Fatigue was previously higher, and don’t gain Fatigue from your Life Spell.
Faith is about what you do. It’s about aspiring to be better and nobler and kinder than you are.
– Jim Butcher, Changes Channelers of the magic of creation, luminaries are philosophers, muses, and healers of the people.
Iconic Luminarys
- Aerith Gainsborough, Final Fantasy VII
- Goldmoon, Dragonlance
- Nynaeve Sedai, The Wheel of Time series
- Ophilia Clement, Octopath Traveler
Playing Luminary
Luminary is a high support magic healer. It’s recommended that you refrain from direct melee. Detect, Influence, Leadership, or Medicine
Action: Cast
Move: Midline/Backline
Starting Pack: Devout
Key Stat: Awareness
Complexity: ★★★☆☆
Weapons: –
Skills: Mysticism, and 3 from either Arcana,
Class Features
| Level | Features | Mana | Spells |
|---|---|---|---|
| 1st | Theurgy, Radiant Healer | 4 | 4 |
| 2nd | Overheal | 8 | 4 |
| 3rd | Perk | 12 | 5 |
| 4th | Ever-Cure | 16 | 5 |
| 5th | Perk | 20 | 6 |
| 6th | Revivify | 24 | 6 |
| 7th | Perk | 28 | 7 |
| 8th | Saving Grace | 32 | 7 |
| 9th | Perk | 36 | 8 |
| 10th | Life-Giver | 40 | 8 |
Theurgy (Luminary: Level 1)
You can Cast Spells using Mysticism.
Spells: You learn 4 Spells, two of which must always be Life and Light. You learn 1 other Spell every 2 Luminary Levels hereafter.
Mana: Your Maximum Mana is equal to (4 × your Luminary Level), and the highest amount of Mana you can spend to Cast a Spell is equal to (Awareness + half your Luminary Level, round up). You regain spent Mana when you Rest.
Radiant Healer (Luminary: Level 1)
You get the Assured Healer Perk (p. 67), and the healing rolls of your Spells can also explode on their highest value.
Overheal (Luminary: Level 2)
If you restore HP that exceeds the Being’s Max HP, you can give the excess to yourself or a Being you can see.
Ever-Cure (Luminary: Level 4)
When you restore HP, you can end either a Charmed, Confused, Dazed, Frightened, or Sickened Status affecting the Target.
Revivify (Luminary: Level 6)
You can revive a Being with the Life Spell if it has been dead for as long as 1 hour. If you die, you are revived automatically. Afterward, you can’t be revived by this Feature for 1 day.
Saving Grace (Luminary: Level 8)
Your healing rolls can also explode on a 2.
Life-Giver (Luminary: Level 10)
Beings you revive are revived at 4 Fatigue if their Fatigue was previously higher, and don’t gain Fatigue from your Life Spell.