Warlock
Base Class: Warlock

You have made a pact within entity bathed in blinding light. Perhaps your patron is the Sun itself, who it's sentient, an unfathomably ancient and alien intelligence which has wrapped its irradiating tendril around your minds.

Whatever the case, you were chosen by this radiant light to spread its ray across the world and scour any miscreants that would dare spurn this gift in incandescence.

Level 3: The Sun Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the The Sun Spells table, you thereafter always have the listed spells prepared. When your Pact Magic feature or Mystic Arcanum lets you learn or replace a Warlock spell of 1st level or higher, you can choose the new spell from the Cleric, Druid or Wizard spell list that deals Fire or Radiaint damage or the Warlock spell. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you.

The Sun Spells
Warlock Level Spells
3 Burning Hands, Cure Wounds, Guiding Bolt, Light, Scorching Ray, Sorcerous Burst(Fire damage only)
5 Daylight, Fireball
7 Fire Shield, Wall of Fire
9 Flame Strike, Mass Cure Wounds

Level 3: Solar Corona

As a Bonus Action, you can channel the sun's blinding light and enter a Solar Corona. The power of this light is represented by your Solar Intensity.

When you enter a Solar Corona, your Solar Intensity starts at half your Proficiency (round down, minimun of 1), and can increade to a maximum of 2. Once per turn , you can increade your Solar Corona by 1 if you meet one of the requirements below:

  • One fo your spell or cantrip deals Fire or Radiant damage.
  • Create an area with bright light.

If you end your turn and haven't meet one of those requirements, your Solar Intensity decreases by 1. You can use your Bonus Action to maintain the Solar Intensity level. Your Solar Corona ends when its intensity reachs 0, or you are Incapacitated, our after 1 minutes.

While your Solar Corona is active, you shed 15 feet Bright Light and Dim Light for additional 15 feet. The bright light become sunlight when Solar Intesity is 3 or higher. Once per turn, when a hostile creature enter the bright light or starts its in the bright light, the creature must make a Constituition saving throw. On a failed save, the creature takes 1d4 Fire or Radiant damage your choice) for each level of your Solar Intesity. On a successful save, the creature takes half as much damage.

Your maximum Solar Intensity and the damage die increades when you reach certain Warlock levels: 3 and 1d6 at 6th level, 4 and 1d8 at 10th level, 5 and 1d10 at 14th level, 6 and 1d12 at level 18.

Once you enter a Solar Corona, you can't enter again until you finish a magical cunning ritual, or a Short Rest or Long Rest.

Level 6: Coronal Ejection

 When a creature within your Solar Corona's Bright Light deals damage on you, you can use your Reaction to decreade your Solar Intensity by any amount and lash at the creature with a tendril of radiant energy. Make a melee spell attack against the creature; on a hit, it take the same damage die from Solar Corona feature Fire or Radiant equal to one plus an additional for each level you decreased your Solar Intensity. A creature that takes the damage must succeed a Constituition Saving throw or receive the Blinded until the end of its next turn.

Level 10: Dawn Shall Break

You gain Resistance to Radiant damage, and the radiu of your Solar Corona's bright and dim light is double. You can cast Daylight once without expending a Pact Magic slot, regaining the ability to do so when you finish a Long Rest.

When you cast Daylight on yourself while your Solar Corona is active, the radius of your Solar Corona's bright and dim light become 60 and 120 feet respectively for the spell's duration or until it ends.

Level 14: Irradiating Light

If your Solar Intensity is 5 or higher, you can use your Bonus Action to unleash the unmatched and horryfing power fo the Sun: Your Solar Corona gains the following effects:

  • Your Solar Intensity can't decreases by any means, and your Solar Corona ends when you receive the Unconscious or when you use a Bonus Action to end it.
  • You gain Immunity to Radiant damage.
  • When you roll healing dice or damage dice against a creature within the bright light that deals fire or radiant damage, you can treat any roll of 3 or lower as 4.
  • You can use your Corona Ejection without decreasing your Solar Intensity.
  • As a Magic, you shot a beam of pure solar energy. Choose two points within of 120 feet of you, the distance between these two points can't surpass 60 feet. Each creature inside these two points make a Dexterity saving throw. On a fail, the creature takes a number of d6s equals your Warlock level of Radiant damage. On a successful, only half damage. After using this action, the Solar Corona ends.

Once you use this feature, you can't use it again until you finish a Long Rest

Otherworldly Patron: The Sun Image

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