Base Class: Fighter
As a champion of the Sun, you harness the power of light into your fighting style, doing more damage to everything around you, and healing those when you can.
Soaked in Sunlight
Starting when you take this subclass at 3rd level, you can use a bonus action while your in sunlight or light caused by a leveled spell, you soak some of its power, and gain a sun spot, these spots tend to manifest as either glowing burns, embers, or radial glyphs across one's skin. You can hold a number of sun spots equal to half your fighter level rounded up. If you have three or more of these spots on you, you give off 10 feet of bright light, and 10 feet of additional dim light, and double that light if you have seven or more. At the end of each of your turns, if you have not expended or gained a sun spot, they all expend. Whenever you expend a sun spot you take fire damage equal to the number of spots expended.
Solar Strike
Starting at 3rd level, your solar energy that has built up allows you to imbue burning energy into your attacks. Whenever you make your first attack per turn, you can choose to expend any number of sun spots you have, until the end of the turn, your attacks deal an additional number of radiant damage equal to the number of sun spots you expended.
Blessed by Daylight
Whenever you take a short rest, and remain in direct sunlight for a majority of it, you regain a number of hit points equal to your fighter level. Additionally, you ignore any disadvantage caused by Sunlight sensitivity., and gain resistance to radiant damage.
Flare
When you hit 10th level in this class, you learn the Daylight spell, and can cast it without material components by expending 3 Sun Spots, and uses your Constitution as your spell casting modifier. You regain this feature on a long rest, or whenever you regain hit points from your Blessed by Daylight ability.. When you cast this spell its centered on your space, and as a bonus action you can move the center of this spell 10 feet.
Cauterizing Light
As a bonus action on your turn, you can target a creature within 30 feet of you that you can see, and expend any number of sun spots you have, and heal the target by a number of d10s equal to the number of sun spots. Once you use this feature you begin to burn out, while burning out, you must succeed a DC 15 Constitution saving throw every time you attempt to gain a new sun spot, on a failure you do not gain a spot. You stop burning out when you regain hit points from your Blessed by Daylight feature, or take a long rest.
Cruel Sun
As an action, you can condense the light in the air into a small compressed sun that fits into your hand, allowing you to cause an solar flare to erupt from your hand. Each creature within 90 feet make a Constitution saving throw or take 12d10 fire damage, or half as much on a success. Any creature who fails this save, takes an additional 6d10 fire damage at the start of their next turn. Creatures within 15 feet of you that make this save, including you, make this save with disadvantage. The DC for this save uses your Constitution modifier. You regain the use of this feature at dawn.
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