Barbarian
Base Class: Barbarian

A ferocious and fiery warrior that uses the power if the sun in the heat of battle. Steeped in the primal power of the sun, Barbarians who walk the Path of the Sun channel the blazing fury and unwavering endurance of the brightest star. These warriors are a force of radiant destruction on the battlefield, their inner flame igniting with each strike. Unshakable and relentless, these barbarians are the embodiment of the sun's unwavering gaze, capable of incinerating darkness and illuminating even the most shadowed paths.

Miniature Sun

A small glowing bead floats near by at all times, appearing or following where ever you go. Whenever you are unwillingly damaged in a combat, the bead grows and glows brighter and as a bonus action you can fire it as a projectile which will explode. This functions like the fireball spell except for 3 differences listed below. Once the bead explodes or once the combat ends without the bead being fired, it returns to normal, appearing nearby again. if it explodes and combat still continues, it will once again begin to accumulate power when you are damaged, restarting at 0

1.The saving throw your enemy must beat is your proficiency bonus + your constitution modifier + 10 .

2. The damage caused by the explosion is fire damage equal to half the hit points you unwillingly lost (rounded up) during the current combat. Once the bead has exploded, it returns to its original state that does 0 damage and will once again accumulate power from that point onward when you are damaged

3. Any damage caused by the bead ignores any resistances, though you are not able to harm yourself with the explosion

Solar Power

While raging, fire heals you rather than harms you; While raging, when you when you are about to lose hp due to fire damage, you instead heal a number of hit points equal to the damage roll caused by said fire damage. Additionally if this damage happens while in combat, a field of electricity begins to build around your body, and the next time you damage an enemy with or an enemy damages you with a melee attack, they take lightning damage equal to your constitution modifier

Solar Winds

your body has honed the power of solar winds. You can now make your attacks come out in projectile slashes, missiles, or waves of radiant energy, meaning your melee attacks can now be ranged, with an attack range equal to double your walking speed. These attacks still count as melee attacks and as such that means melee only abilities can still be applied to them (smites, reckless attack, etc). Your damage is rolled the same way you would for a normal melee attack except these ranged attack do radiant damage

For polearm master, to gain the attack to an enemy entering your attack range, it must be your regular attack range, meaning this ability does not alter how you do opportunity attacks. The same rule applies for opportunity attacks, they must leave your regular attack range

Solar Eclipse

Up to 2 times per short or long rest, as a reaction, while raging, you are able to create a sphere where certain magic cannot function or exist. This sphere centers around either you or a chosen ally and functions like the anti-magic field spell however it does not affect the magical abilities/items of you of your allies. Once, the eclipse is up, at the end of your turn you must make a DC 10 Constitution saving throw. If you succeed, the eclipse remains. However, after each subsequent round after the this ability was first used, the DC increases by 5 and if you fail, the eclipse ends. When you finish a short or long rest, the DC resets to 10

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2024 3:12:05 AM
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