Fighter
Base Class: Fighter

Solar Sentinels are exceptional warriors who channel the power of the sun itself. This power takes many forms, whether it be unleashing the relentless fury of the sun's heat upon evildoers or guiding the lost and frightened with the sun's unwavering light.

A Solar Sentinel embodies more than the sun's power but also its aspects. They are harsh to their enemies but gentle and warm to their allies. They are a simultaneously a beacon of hope and a herald of destruction.

Solar Guardian

Also at 3rd level, your light lashes out at any who would harm you or your allies. When you or a friendly creature that is in bright light created by your Solar Sentinel spells is hit by an attack, you can use your reaction to attempt to blind the attacking creature. The attacker must succeed on a Constitution saving throw or become blinded until the end of its next turn.

 

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses of this feature when you finish a short or long rest.

 

 

Inner Sun

At 7th level, you are accustomed to the sun's searing radiance. You have resistance to radiant damage.

 

In addition, when you take the Attack action, you can cast sacred flame instead of making an attack. When you do so, the target take half damage on a failed save.

 

 

Sun's Courage

At 10th level, you and any friendly creatures have advantage on saving throws against being frightened while within bright light created by your spells.

Improved Solar Magic

Improved Solar Magic

At 15th level, you learn the daylight Spell. You can cast daylight a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.

Additionally, when you cast sacred flame on a creature that is in bright light created by your spells, it has disadvantage on its Dexterity saving throw.

Sun's Judgement

At 18th level, the sun's power is unleashed in its most destructive form. By channeling the sun's energy you can cast sunbeam. After using this feature, you can't use it again until you finish a long rest. This feature also depletes your solar power, and you become unable to use your Solar Magic and Improved Solar magic again until you finish a short or a long rest under bright light.

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