Base Class: Barbarian
Those who tread the Path of the Unconquered Sun channel solar power through their rage. This path''s members range from fierce crusaders warring against Underdark horrors to brutal desert raiders.
Lightbringer
Starting when you choose this path at 3rd level, you can emit light while you are raging. You can shed bright light in up to a 20-foot radius around you and dim light for an additional number of feet equal to the radius of the bright light. Changing the amount of light you emit takes no action.
Sun's Fury
At 3rd level, you can channel the sun's wrath into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra radiant damage equal to 1d6 + half your Barbarian level.
Beacon Blow
At 6th level, you can mark an enemy as a target for conquest. When you hit a creature with a weapon attack, you can make it glow with solar energy until the end of your next turn. A glowing creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It cannot benefit from being Invisible and all attack rolls against it are made with advantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Herald of the Dawn
At 10th level, you can more fully channel the sun's awesome power. When you use your Lightbringer feature, you can now shed bright light in up to a 60-foot radius around you and dim light for an additional 60 feet. Like the spell Daylight, if the area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Additionally, you gain resistance to radiant damage and can no longer be blinded by light or radiant-based effects.
Supernova Strike
Beginning at 14th level, you can unleash a devastating blast of solar power. As an action, you can strike the ground with your weapon. When you do so, a mighty burst of light erupts in a 100-foot radius around where the weapon hits. All creatures of your choice in the area must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. Creatures that fail take 8d6 + your Barbarian level radiant damage and are blinded until the end of your next turn. Creatures that succeed take half damage and are not blinded.
Until the end of your next turn, there is bright light in a 100-foot radius around where your weapon strikes and dim light for an additional 100 feet. If any of this feature's area overlaps with an area of darkness created by a spell of 6th level or lower, the spell that created the darkness is dispelled. Furthermore, the light counts as sunlight for the purposes of affecting sunlight-sensitive creatures like vampires.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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