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Luminary

Class

Vagabond Core Rulebook · p.45

Open source p.45
Key stat Awareness Complexity ★★★★★ Action Cast Move Midline/Backline

Weapons: 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

LevelFeaturesManaSpells
1stTheurgy, Radiant Healer44
2ndOverheal84
3rdPerk125
4thEver-Cure165
5thPerk206
6thRevivify246
7thPerk287
8thSaving Grace327
9thPerk368
10thLife-Giver408

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.