Base Class: Fighter
To hold a Solargun is to hold a captured star. These elite warriors have learned to focus the sun's golden radiance into singular, piercing shots of pure heat. Unlike traditional gunslingers who rely on luck or mechanical precision, the Solargunner relies on their own constitution. They act as a living conduit, drawing ambient light into their weapon and letting the waste heat scorch their own hands to deliver devastating strikes.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Solar Convection
Upon choosing this archetype at 3rd level, your bond with your firearm transcends mechanical limits. You no longer require physical ammunition to fire your weapons. Instead, you channel your own internal thermal energy to create bolts of condensed solar plasma.
Firearm Properties
Firearms channeling the power of the Sun bring their own unique set of weapon properties. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. You can still choose to use normal bullets for the firearm, but you won't be able to use the features and feats of this subclass when doing that.
Infinite Burn. You ignore the Loading and Ammunition properties of firearms. You do not need to "reload", as the weapon draws directly from your Thermal Core. The weapons damage die, accuracy and range is still the same as you still fire from the weapon (You still use the Dexterity modifier to calculate damage and accuracy).
Overheat. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than your current Overheat score (base 1), the weapon overheats. This check is made using the natural roll before any modifiers are added. That attack you make with the firearm this turn has disadvantage, and you take Fire Damage equal to your Constitution modifier. The overheat score is reset to 1 at the start of your every next turn.
Blazing. When you make an attack with a firearm, the attack deals Fire damage instead of Piercing damage. Furthermore, these shots are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Thermal Core
When you choose this archetype at 3rd level, you learn to perform powerful heat shots called "Solar Flares" to disable or damage your opponents using your firearms.
Solar Flares. You learn 3 heat shots of your choice, which are detailed under “Solar Flares” below. Many maneuvers enhance an attack in some way. Each use of a solar flare must be declared before the attack roll is made. After each use of a solar flare, your overheat score increases by 1. You can use only use one solar flare per attack.
You learn an additional solar flare of your choice at 5th, 7th, 10th, 15th, and 18th level. Each time you learn a new solar flare, you can also replace one solar flare you know with a different one.
Heat. You gain a number of heat points equal to your Constitution modifier + your Proficiency bonus (minimum of 1) . You regain 1 expended heat point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (if the creature is half the player's level or at DM’s discretion). You regain all expended heat points after a short or long rest.
Saving Throws. Some of your solar flares require your targets to make a saving throw to resist the solar flare’s effects. The saving throw DC is calculated as follows:
Solar Flare save DC = 8 + your proficiency bonus + your Dexterity modifier
Heatdraw
When you reach 7th level, you add your Constitution modifier to your initiative. You can also gain a heat point at the beginning of combat.
Thermal Purge
Upon reaching 10th level, learn to force your body to vent internal reserves to fuel your weapon. Once per combat, as a bonus action, you can choose to expend a number your hit dice up to half your proficiency bonus. For every hit dice expended (minimum of 1), you regain 1 heat point. Additionally, after expending all your dice this way, the next time you Overheat within the next minute, you take no damage from the Overheat property. You gain permanent resistance to fire damage (if you do not already have it).
Solar Overdrive
Starting at 15th level, your mastery over your internal thermal core allows you to weaponize failure. Once per turn, if you would Overheat, you can spend 1 heat point to re-roll the attack. If you do so, you take no damage from the Overheat. Instead, you vent a burst of solar plasma, and every creature within a 5-foot radius of you must make a Dexterity saving throw or take damage equal to your Constitution modifier. Additionally, your firearm attacks now ignore resistance to fire damage.
Sun Singularity
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a heat point on a roll of 19 or 20 on a d20 attack roll.
Radiant Scar
Upon reaching 18th level, your shots burn with the intensity of a dying star. The first time you hit a creature on your turn, you brand them with solar energy. At the end of their next turn, they take Radiant damage equal to your Fighter Level.
Solar Flares
These solar flares are presented in a random order.
Crucible Scorcher
When you make a firearm attack against a creature, you can expend one heat point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. Whether the save succeeds or fails, the targeted object becomes searing hot until the start of your next turn. If it's an object any creature that touches it takes damage equal to your Constitution modifier. If it's metal armor the creature must succeed on a DEX saving throw (DC {{savedc:dex}}) or suffer disadvantage on all attack rolls and ability checks until the start of your next turn as the metal sears their skin.
Flare Flash
You can fire a round that detonates in a blinding strobe of light to shake the resolve of a creature while making an Intimidation check. If you do, you must use Constitution modifier instead of the Charisma modifier and gain advantage on the roll. When you make a firearm attack against a creature, you can expend one heat point. On a hit, the creature takes damage and must make a Dexterity saving throw (DC {{savedc:dex}}) or be Blinded until the start of your next turn. This solar flare's damage type is considered Radiant and not Fire.
Nova Beam
When you make a firearm attack against a creature, you can expend one heat point to attempt to fire through multiple opponents with a solar ray of light. The initial attack gains a +2 to the firearm’s overheat score. On a hit, the creature suffers normal damage and you make an attack roll against every creature in a line directly behind the target, up to a total number of additional creatures equal to your Constitution modifier. These subsequent attacks are made with disadvantage if the targets are beyond the weapon’s normal range. Only the initial attack roll can trigger an overheat. This solar flare's damage type is considered Radiant and not Fire.
Overheated Blast
When you make a firearm attack against a creature, you can expend one or more heat points to enhance the volatility of the attack. For each heat point expended, the attack gains a +2 to the firearm’s overheat score. If you trigger an Overheat, the attack automatically fails, the weapon does not fire, and you suffer the effects of the Overheat property. If the attack hits, you can roll one additional weapon damage die per heat point spent when determining the damage. After the attack is resolved (hit or miss), your current Overheat score immediately resets to 3, regardless of how high it reached during the Flare.
Solar Anchor
When you make a firearm attack against a creature, you can expend one heat point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. You don't gain disadvantage against that prone target.
Sunburst Impact
When you make a firearm attack against a creature, you can expend one heat point to attempt to trip them up and force them back. You do not suffer disadvantage on this attack roll for being within 5 feet of the target. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 20 feet away from you. If the creature strikes a solid object (like a wall) during this movement, it takes additional Fire damage equal to your Constitution modifier.
Sunstroke Point
When you make a firearm attack against a creature, you can expend one heat point to gain advantage on the attack roll.
Thermal Shock
When you make a firearm attack against a creature, you can expend two heat points and gain a +3 to the firearm’s overheat score to fire a super-heated round to attempt to incapacitate your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or gain the Incapacitated condition until the end of their next turn. On a successful save, the creature isn't Incapacitated, but it cannot take Reactions until the start of your next turn.
Comments