Base Class: Barbarian
Whether regarded as a blessing or a curse, a barbarian on this path bears an affinity with the sun itself. With this power that most often manifests later in ones life, a warrior can harness the sheer heat and force displayed by the most prominent star in the sky.
Ignite
At 3rd level, you gain the following bonuses while you rage:
- Your speed increases by 15ft.
- You emit light at a distance of 10ft x your proficiency bonus. Half of this light is considered bright and the other half is considered dim light.
- You can make a special ranged attack in place of a melee attack. These ranged attacks are equal to your unarmed strike die and deal fire damage. You must have at least one empty hand to perform this attack, and it has a range of 30ft/60ft. This attack uses your constitution modifier for attack and damage rolls. This attack uses your constitution modifier for attack and damage rolls.
Additionally you gain access to the Produce Flame cantrip.
Primal Force
Starting when you choose this path at 3rd level, you gain the following benefits for your unarmed strikes:
- You can roll a d4 in place of the normal damage for your unarmed strikes.
- When you use the Attack action with an unarmed strike or a melee weapon on your turn, you can make one unarmed strike as a bonus action.
- While you are raging, increase your unarmed strike damage die to the next stage.
This die changes as you gain barbarian levels from 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Inner Fervor
Starting at 6th level, your unarmed strikes ignore resistance to non-magical damage and you gain resistance to fire and cold damage. Once per turn you may have one of your melee attacks also deal an additional 1d6 radiant damage. This die increases to 1d8 at 10th level, 1d10 at 14th level, and to a 1d12 at 17th level.
Additionally you gain access to the Daylight spell, and may cast it once every dawn. This light is considered sunlight.
Scorching Presence
At 10th level, you the potential of your rages rises ever higher. At the start of your rage, you can choose to enhance it as a free action, gaining the following benefits until your rage ends:
- At the start of your turn, each creature within the bright half of your light takes radiant damage equal to your level. The light you shed is now considered sunlight.
- You gain temporary hit points at the start of your rage equal to twice your level in this class plus your Constitution modifier. These temporary hit points disappear after your rage ends
- As an action, you can hurl a momentous conflagration towards your enemies. Choose a point within 90ft of you, each creature within a 15ft radius of that point must make a Dexterity saving throw (DC=8 + proficiency modifier + constitution modifier). On a failed save the creature takes 2d8 fire damage + 2d8 force damage, are pushed back 10ft, and are knocked prone. On a successful save the creature takes half the damage and isn't pushed back or knocked prone. At 14th level, the die increases to a d12.
You can enhance your rage in this fashion a number of times equal to your constitution modifier in between long rests.
Summit
Upon reaching 14th level, your soul has become so steeped with true incandescence that you are capable of harnessing the overwhelming power of the sun in its entirety. While you are raging under the effects of your Scorching Presence, you may reach out further above to transform into an avatar of the eclipse. Your form is blanketed with chaotic, seething light granting the following benefits until your rage ends:
- You may lay claim to a single opponent, granting you advantage against them for the duration of your rage, and attacks against your target crit from 18-20. Should your target sufficiently escape your wrath or be slain by another creature entirely, you suffer psychic damage equal to your level in this class.
- Your attacks deal an additional 1d10 fire or radiant damage (your choice.)
- Creatures fixing there gaze on you for the first time in this state must make a constitution saving throw (8 + proficiency bonus + constitution modifier) or suffer 1d8 fire damage and be blinded until the end of there next turn.
Upon your rage ending, you immediately suffer 2 levels of exhaustion and are stunned until the start of your next turn. You must finish a long rest before wielding this power again.
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