Fighter
Base Class: Fighter

The Talival, a mysterious order of warriors within expansive deserts of Shareesh. The Talival loyally serve the Sun Lord, each of them pledging to serve him. Members of the order are all trained to use one of three special weapons and are taught to use magic. How to make these weapons is a specially protected secret. Some Talival even leave the order with their weapons in tow. Some leave on good terms, some leave in disgrace.

Talival magic comes directly from their connection with the sun, They are taught to channel its radiance through themselves to do magic.

Solar Magic

When you reach 3rd level, you gain the knowledge to channel the sun's radiance to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the spell list.

Cantrips

You learn two cantrips of your choice from the solar spell list. You learn an additional solar cantrip of your choice at 10th level.

Spell Slots

The Talival Warrior Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you learn your spells through channeling the sun's radiance. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

 

Talival Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weapon of Choice

You are trained in the use of Talival weapons, granting you proficiency with them. You also gain proficiency with smith's tools and the knowledge of how make your chosen Talival weapon.

 

 

Katogeh Bow

A bow designed to lock up and also be used as a staff.

Morthali Whip

A long metal whip made out of segmented metal pieces. With a secret technique, the segmented pieces lock together and form a rapier.

Tollogri Sword

A well designed longsword, which the hidden feature of shifting into a greataxe. The blade of the sword swings open to reveal a hidden handle and open up to form the axe blades.

Warrior of the Sun

Beginning at 7th level, when deal fire or radiant damage you may reroll the damage dice and take the higher number. Additionally you gain resistance to fire or radiant damage.

Fire Resistance

You gain resistance to fire damage.

Radiant Resistance

You gain resistance to radiant damage.

Solar Form

At 10th level, as an action you take on a solar form around you for a minute. When you first take the form you gain 2d6 temporary hit points. While in this solar form you are immune to being frightened. Additionally, friendly creatures within 10 ft of you gain advantage on their attack rolls and become immune to being frightened. You can use this feature a number of times equal to your proficiency bonus.

Solar Casting

At 15th level, when you cast a cantrip in your solar form, you may cast it twice.

Improved Solar Form

Starting at 18th level, you gain the following additional bonuses during your solar form.

  • You gain resistance to all damage.
  • You gain a flying speed equal to your movement speed.
  • Your weapon attacks score a critical hit on a 19 as well as a 20 result on the d20.

Previous Versions

Name Date Modified Views Adds Version Actions
5/8/2024 5:23:07 PM
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