Base Class: Fighter
The ones who enforce order with an iron fist, who worship Solan, the God of Order and Subjugation, and otherwise known as Solan Knights. With their blades in hand and elemental sigils at the ready, Solan Knights are the ones who keep chaos at bay, even if they must die for it.
Sigil of Vitality
Your divine devotion fuels your body beyond mortal limits. When you choose this archetype at 3rd level, your hit point maximum increases by twice your fighter level, and increases by 2 again each time you gain a level in this class.
Elemental Charge
At 3rd level, you learn the ability to manipulate the elemental magic around you and compress it into a single focus, your weapon. As a bonus action, you may empower your weapon with a chosen element—fire, cold, or lightning—for 1 minute. While active:
- Your weapon deals an extra 1d6 damage of the chosen type. This increases to:
- 1d8 at 5th level
- 1d10 at 11th level
- 1d12 at 17th level
- You gain resistance to the chosen damage type.
- Whenever you hit a creature with a weapon attack, it glows with a sigil until the start of your next turn. If you hit it again before then, it takes an extra 1d6 of your elemental damage type.
You can activate this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. At 20th level, you have an unlimited amount of charges.
Hyper Body
Starting at the 7th level, you call upon Solan’s favor to become a beacon of divine resilience. As an action, you and up to 5 willing creatures within 15 feet are engulfed in a glowing aura for 1 minute. Affected creatures gain:
- Your movement speed is increased by 10 ft.
- You gain a bonus to your AC equal to half your proficiency bonus (rounded down).
- You gain temporary hit points equal to your Fighter level + Charisma modifier.
- You can choose to shed bright light for 10 feet and dim light for another 5 feet that are visible through magical darkness.
You may use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses on a long rest. At 20th level, you are always under the effect of Hyper Body (on yourself only).
Mythic Stability
Once per long rest, when you are reduced to 0 HP, you may ignore any effect that would kill you outright and instead drop to 1 hit point, and immediately gain immunity to all damage until the start of your next turn.
Elemental Mastery
At the 15th level, you have complete control over the elements, allowing you to unleash their fury in the form of an attack. As an action, you may activate a Charge Blow.
When forcing a creature to make a saving throw, the DC equals to: 8 + your proficiency bonus + your Charisma modifier.
When using a Charge Blow, each element has a different effect:
Flame Charge – Scorching Reprisal
You gather and intensify the fire surrounding your weapon, unleashing it in a destructive wave of flames. A 15-foot-wide, 60-foot-long line erupts from your weapon. Each creature in the area makes a Dexterity saving throw. On failure, a creature takes 6d12 fire damage and is set ablaze for 1 minute. At the start of its turn, it takes 2d12 fire damage. At the end of its turn, it can make a Constitution saving throw to end the effect.
Ice Charge – Frozen Dominion
The temperature around you drops as an icy aura shrouds your weapon. For the next minute, at the start of your turn, all ground within 15 feet of you is engulfed in ice and snow, becoming difficult terrain. All creatures that start their turn on or enter the difficult terrain must make a Strength saving throw or become restrained until the start of their next turn, in which they may make another saving throw.
Thunder Charge – Stormbreaker Dash
The winds surrounding you begin to roar as static electricity gathers and becomes visible. You can move up to 90 feet in a straight line, even through creatures. This movement does not provoke opportunity of attack. All creatures you moved through during this movement take thunder damage equal to double your Dexterity modifier (minimum of 1) and must make a Constitution saving throw. On a failed save, it takes 3d8 lightning damage and are stunned until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
White Flame Charge
At 18th level, as a bonus action, your weapon is imbued with Solan's divine radiance for 1 minute, dealing an additional 2d8 radiant damage on every hit. Whenever White Flame charge is active, you can cast Crown of Stars at a 7th level spell slot. When Crown of Stars is cast, the charge ends immediately.
You may use this feature 3 times per long rest.
Previous Versions
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5/19/2022 5:50:32 PM
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1/29/2023 4:42:50 AM
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6/10/2025 3:00:49 AM
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