Barbarian
Base Class: Barbarian

You are a warrior gifted by the sun. Your very existence marks jealousy from your foes, as you are seen as the pinnacle of evolution. This gift given to you must be used, one way or another.

Prerequisite: Race must be human.

 

Daylight

You have adapted to channeling the power of sunlight to such an extent that you sway the tides of combat to an exponential degree when exposed to it. Your size becomes large when you are exposed, increasing your strength by +4 (to a maximum of 26), and you gain resistance to fire, radiant, and necrotic damage (immunity at 18th level). While not exposed to sunlight, your strength goes down by 2, you cannot enter a rage, and all attack roles originating from you have disadvantage.

Sunshine

You have adapted so well to sunlight combat, that the time of day affects your ability. On your first turn in combat, roll a d12 and you acquire the characteristic given until the end of your next short rest. This ability is only active when exposed to sunlight.

    1. You have advantage of all charisma checks, as your charm and arrogance are too much to contain.

    2. A fire erupts in your heart, you are affected by the haste spell, but every round you suffer 2d6 fire damage at the start of your turn (which cannot be reduced in any way). You can cancel this characteristic at any time for free.

    3. You cast an aura around you, whenever a creature starts their turn in 10 feet of you the take half your barbarian level in fire damage and half your barbarian level in radiant damage

    4. When you take damage, you may use your reaction to deal half of the damage received back to the attacker. This damage is always radiant.

    5. You have become so fast you can teleport as a bonus action anywhere you can see in 60ft

    6. You may cast a 9th level fire ball (dc=10+prof bonus+con mod), as long as you concentrate three rounds before hand.

7. The fire becomes too hot, and you suffer two levels of exhaustion

8. You Gain the form of a fire elemental, giving 2d12 temporary hit points

9. Magical smoke appears and blocks all sunlight in a 100-foot radius for the next week

10. Your bonds to you temporarily, giving you a +2 to hit/dmg, along with the light property. All creatures hit by this must make a dc 10 con save or become stunned until the end of their next turn. Nothing can forcibly take the weapon out of your hands, and no creature can lift it except for you.

11. All creatures in a mile radius know your exact location, as a wave of magical arrogance emits from you

12. Both your strength and constitution temporarily increase by +1

Solar Flares

You get access to the daylight spell once per long rest for 1 minute (no concentration needed).

Ultimate Form

When exposed to daylight you can use an action to turn into your ultimate form, for the next 4 rounds, sunlight inflames your body around you and create unfathomable effects. 


    1st round: You cast the spell fireball centered on yourself (dc=10+prof bonus+Con mod)

    2nd round: Your size becomes huge, and all creatures must make a wisdom saving throw (dc=10+con mod+prof bonus) or become frightened.

    3rd round: You regain 5d10+barbarian level hp

    4th round: You are immune to all damage until the start of your next turn

Path Of The Sun Image

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