Base Class: Ranger
This class is a lot. It is based off of the Gunslinger subclass in Destiny 2's Solar 3.0. There is a lot of options to mix and match within the spell, aspect and fragments subclass features. Take control of the battlefield by being a total nuisance from scorching enemies and becoming radiant.
*I made a mistake with the first edit of Gunslinger. You should now be able to choose the Solar Super*
Solar Abilities
At 3rd level, you are able to use each of the abilities below:
- Solar Melee Ability
- Evasion or Uncanny Dodge
- Immune to Fire damage
At the 11th level you gain your choice of a Grenade ability.
Evasion
You can nimbly dodge out of the way of specific area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to the effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no harm if you succeed on the saving throw and only half damage if you fail.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Solar Knife
You get the choice for a solar knife throwing ability from the options below:
- Lightweight Knife
- Weighted Throwing Knife
- Knife Trick
- Proximity Throwing Knife
These abilities can be done once per short rest.
Knife Trick
As a Bonus Action you throw three knives is a horizontal line. You can choose to aim each knife at a single target or up to three separate targets. You roll to hit for each knife. Each knife deals 1d6 Fire + 1d6 + Wisdom Piercing Damage. When a knife hits a target, the target becomes Scorched.
Lightweight Knife
As a Bonus Action you throw a knife that deals 1d6 + Wisdom Piercing Damage and when landed on a crit you become Radiant.
This ability can also be used as a reaction for opportunity strikes or when an ally within range gets attacked.
Proximity Explosive Knife
As a Bonus Action you throw a knife that attaches to surfaces upon impact. The knife explodes on impact against a creature or when a hostile/enemy creature is within 10' of the knife.
The knife deals 1d6 + Wisdom Piercing Damage and the explosion deals 3d6 Fire Damage.
If the knife made contact with a creature the explosion deals an extra 2d6 Fire Damage.
A creature within proximity of the knife must succeed a Dexterity Savings Throw or take the explosion damage. On a successful save the creature takes half damage. If the knife landed on the creature, the creature performs the Dexterity Saving Throws on disadvantage.
Weighted Throwing Knife
As a Bonus Action, throw a knife that deals 1d6 Fire + 1d6 + Wisdom Piercing Damage. Weighted Throwing Knife deals an extra 5 Points of Fire Damage and 5 Points of Piercing Damage when a critical hit is made. This ability causes Scorched targets to ignite the scorch damage taken. Critical Hit final blows with this weapon reset the use of this ability.
Aspects
At 7th level, you gain two of the following features of your choice.
Gunpowder Gamble
Dealing fire damage with your abilities, weapons or attaching Scorch to creatures charge up a use of the spell, Delayed Blast Fireball. This charge can be held for available for use for one day cycle before it disappears. Delayed Blast Fireball causes the scorch stacks to ignite.
You cast Delayed Blast Fireball at level 7 without using a spell slot.
You must do fire damage with weapons, abilities or attaching Scorch a total of 10 times to charge up Gunpowder Gamble.
Knock 'Em Down
You Super abilities are enhanced in the following ways:
( You unlock your Super Ability at lvl 15)
- Deadshot: Doubles the duration and shots that can be made.
- Marksman: Doubles the duration and you become resistant to all damage types for the duration.
- Blade Barrage: Doubles the knives thrown, damage dealt, the area of effect and saving throws made against the Blade Barrage are made with disadvantage.
Knock 'Em Down also refreshes your Solar Knife ability when you make a final blow with it while you are Radiant.
On Your Mark
Critical Hits grants you and nearby allies Extra Attack until the end of your next turn. You can add another stack of Extra Attack for every critical hit you make up to three stacks for three Extra Attacks. Performing Evasion or Uncanny Dodge grants max stacks of On Your Mark.
Solar Spells
At the 11th level, you can make use of one of the spells from below at the 6th level without using a spell slot:
- Flame Strike
- Wall of Fire
- Fireball
- Flaming Sphere
- Burning Hands
- Heat Metal
- Fire Bolt
- Cure Wounds
Burning Hands
As an Action you can cast Burning Hands at the 6th level without using a spell slot.
Any creature that fails the saving throw ignites any Scorch stacks that are applied after taking the damage from Burning Hands.
Cure Wounds
As an Action you can cast the spell Cure Wounds at the 6th level without using a spell slot.
This spell also activates Restoration upon the creature that received the healing.
Fire Bolt
As a Bonus Action you cast the cantrip Fire Bolt.
Any creature to take damage from Fire Bolt ignites any Scorch stacks that are applied after taking the damage from Fire Bolt.
There are no limits to how many times this spell can be cast.
Fireball
As an Action you can cast the spell Fireball at the 6th level without using a spell slot.
Creatures that have the Scorch stacks ignites the stacks after adding additional Scorch stacks to creatures that fail the saving throw.
Flame Strike
As an Action you can cast the spell Flame Strike without using a spell slot.
The Fire damage from Flame Strike Scorches targets that fail the saving throw.
Flaming Sphere
As an Action you can cast the spell Flaming Sphere at the 6th level without using a spell slot.
Any creature that fails the saving throw has its Scorch stacks (if any are applied) ignite after taking the damage from Flaming Sphere.
Heat Metal
As an Action you can cast Heat Metal at the 6th level without using a spell slot.
Any creature to take damage from Heat Metal also get Scorched.
Wall of Fire
As an Action you can cast the spell Wall of Fire at the 6th Level without using a spell slot.
Creatures that fail the saving throw also become Scorched.
Fragments
At 11th level, you gain four of the following features of your choice.
Ember of Ashes
Creatures only require to take half of the Scorch stacks to ignite, the ignition damage is now doubled.
Ember of Beams
You add a +3 to your Solar Super, Solar Knife and Solar Spell attacks rolls or Saving Throw DC.
Ember of Benevolence
Applying radiant or restoration to allies recharges your Solar Knife and Solar Spell.
Ember of Blistering
Killing creatures from igniting Scorch Stacks resets your Solar Spell uses.
Ember of Combustion
Dealing damage with your Solar Super ignites any Scorch stacks that are applied to the creature after rolling the damage from your Solar Super.
Ember of Empyrean
Killing an enemy with fire damage resets your radiant duration.
Ember of Eruption
Creatures killed that have scorch stacks ignites the scorch stacks in a 10' area of effect. Creatures caught in this area of effect must succeed a Dexterity Saving Throw against your spell save DC (8+Wisdom+Proficiency) or take the damage from the Scorch stacks igniting. Succeeding the saving throw, creatures only take half damage.
Ember of Searing
Killing creatures that have Scorch stacks resets your Solar Knife.
Ember of Solace
Restoration and Radiant effects have double the duration.
Ember of Tempering
Defeating an enemy with fire damage grants you and allies within 10' of you Restoration.
Ember of Torches
Dealing damage with your Solar Knife makes you and allies within 10' of you Radiant.
Ember of Wonder
Killing a creature by igniting Scorch stacks resets your Solar Super.
Solar Super
At 15th level, you have unlocked some new Fragments and you can choose a Super Ability from the options below:
- Deadshot: Summon a rapid-fire flaming pistol that disintegrates creatures, objects or a creation of magical force such as Wall of Force with 5d6 Fire Damage. A target is disintegrated if this damage leaves it with 0 HP. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray ash. The creature can be restored to life only by means of a True Resurrection or a Wish spell. This ability automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell. Causing Scorch stacks to ignite while Deadshot is in use adds one round into the gun. This ability is benefited from being Radiant. Deadshot can be summoned as a Bonus Action and fires two shots per attack action. Deadshot duration of use is 5 Rounds (or 30 seconds) or until all 6 shots are expended.
- Marksman: Summon a precision flaming pistol that disintegrates creatures, objects or a creation of magical force such as Wall of Force with 5d10 Fire Damage. A target is disintegrated if this damage leaves it with 0 HP. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray ash. The creature can be restored to life only by means of a True Resurrection or a Wish spell. This ability automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell. Marksman rolls critical damage on a natural 18 and rolling a critical hit with Marksman adds one round into the gun. This ability is benefited from being Radiant. Marksman can be summoned as a Bonus Action and when dealing damage the creature becomes vulnerable to damage regardless of resistances until the start of your next turn. Marksman duration of use is 5 Rounds (or 30 seconds) or until all 3 shots are expended. Killing creatures with Marksman recharges your Solar Knife and your Solar Spell.
- Blade Barrage: As an Action summon eight throwing knives made of fire and throw them to a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d8 fire damage and 5d8 piercing damage on a failed save, or half as much damage on a successful one. Blade Barrage ignites any Scorch stacks that a creature has even on a successful save.
A Solar Super can be used once per long rest.
Blade Barrage
As an Action summon eight throwing knives made of fire and throw them to a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d8 fire damage and 5d8 piercing damage on a failed save, or half as much damage on a successful one. Blade Barrage ignites any Scorch stacks that a creature has even on a successful save.
Deadshot
Summon a rapid-fire flaming pistol that disintegrates creatures, objects or a creation of magical force such as Wall of Force with 5d6 Fire Damage. A target is disintegrated if this damage leaves it with 0 HP. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray ash. The creature can be restored to life only by means of a True Resurrection or a Wish spell. This ability automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell. Causing Scorch stacks to ignite while Deadshot is in use adds one round into the gun. This ability is benefited from being Radiant. Deadshot can be summoned as a Bonus Action and fires two shots per attack action. Deadshot duration of use is 5 Rounds (or 30 seconds) or until all 6 shots are expended.
Marksman
Summon a precision flaming pistol that disintegrates creatures, objects or a creation of magical force such as Wall of Force with 5d10 Fire Damage. A target is disintegrated if this damage leaves it with 0 HP. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray ash. The creature can be restored to life only by means of a True Resurrection or a Wish spell. This ability automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell. Marksman rolls critical damage on a natural 18 and rolling a critical hit with Marksman adds one round into the gun. This ability is benefited from being Radiant. Marksman can be summoned as a Bonus Action and when dealing damage the creature becomes vulnerable to damage regardless of resistances until the start of your next turn. Marksman duration of use is 5 Rounds (or 30 seconds) or until all 3 shots are expended. Killing creatures with Marksman recharges your Solar Knife and your Solar Spell.
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