Base Class: Barbarian
A ferocious and fiery warrior that uses the power of 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.
Growing 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. As this bead glows, you have disadvantage on Stealth checks.
- The saving throw your enemies must beat is your proficiency bonus + your Constitution modifier + 10.
- The damage caused by the explosion is fire damage equal to half the damage you have taken (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.
- Any damage caused by the bead ignores resistances, and immunity is treated as resistance, though you are not able to harm yourself with the explosion.
You can only use this attack 3 times before needing to take a Long Rest.
Solar Powered
While raging, fire heals you rather than harms you; While raging, when you step willingly into fire, you instead heal a number of hit points equal to the damage roll caused by fire damage. Also, due to the heat haze surrounding you while raging, any spells or range attacks against you have disadvantage. At level 16, you can heal from fire damage that is unwilling as well.
While in combat, you can channel your solar heat into your weapon, causing you to be able to deal 2d4 Fire damage on hits to enemies.
Way of 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 heat energy, meaning your melee attacks can now be ranged, with an attack range equal to your walking speed. These attacks still count as melee attacks. Your damage is rolled the same way you would for a normal melee attack except these ranged attack do Fire 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.
This ability is only available while Raging.
Solar Storm
While raging, you can unleash the powers of a storm from the sun. You get one new ability at level 14, 16, and 18.
1. Solar Flare
Using a bonus action, you can unleash a bright light from your body, causing all creatures surrounding you within 20 feet to make a Constitution saving throw of DC 20. On a failed save, they are Blinded until your next turn. This can only be used once per long rest.
2. Radiation Storm
You can unleash a gust of heat from yourself, forcing all creatures surrounding you in 20 feet to make a Strength saving throw of DC 18. On a failed save, they take 4d8 Fire damage and are pushed back by 10 feet. Those who succeed take half damage and are not pushed.
3. Super Nova
The bead that circles around you now deals damage equal to the damage you took in full, both willingly and unwillingly, even if you were not raging. When thrown, any creatures caught in the blast must make a Constitution saving throw equal to your Constitution Modifier +15. On a failed save, they take full fire damage and any metal on them burns them with an additional 2d8 fire damage. On a success, they take half damage and any metal on them is merely warmed. If you are in the blast radius, you take no damage from these effects.
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