Base Class: Fighter
Sunforged are like the last line of defence, they possess crushing power and a myriad of abilities to incinerate their foes. They follow their one code of honour, with local laws and rules, not a concern for them.
Solar Form
Beginning when you choose this archetype at 3rd level, you channel the power of the sun and radiate in solar energy. You can use your bonus action to erupt in a burst of solar energy, coating yourself in a protective layer of pure solar energy. For one minute, you gain the following benefits:
- You gain temporary hit points equal to your class level times your constitution modifier.
- At your first hit of every round, that attack does extra 1d6 fire damage. This damage increases as you level up, becoming 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, 5d6 at 18th level.
- You gain resistance to fire damage.
- You have a DC for your later features that is equal to = 8 + your proficiency modifier + your strength modifier
This feature is usable a number of times equal to your constitution modifier, all expended uses replenish after a long rest.
Weapon of Sol
Starting at 7th level, you can summon any weapon you are proficient in as your Sol Weapon when you enter your Solar Form. This weapons functions as normal, except it, does fire damage in place of its previous type. When you reach 7th level, you can choose a property for your Sol Weapon:
Explosive Flare: If the weapon does not have the thrown or range property, it gains the thrown property. When this weapon lands after being fired or thrown, all creatures within 20ft of the landing point must make a dexterity saving throw. Upon failure, it takes 3d8 fire damage. The weapon then rematerializes in your hand.
Incendiary Charge: When you hit a creature with this weapon, it must make a constitution saving throw. Upon failure, it takes 2d6 fire damage and takes additional fire damage equal to your strength modifier for 1d4 minutes.
Explosive Flare
When you throw your weapon or shoot an arrow or bullet from it, it lands and explodes in an explosion of solar energy. All creatures within 20ft of the landing point must make a dexterity saving throw. Upon failure, it takes 3d8 fire damage.
Incendiary Charge
When you hit a creature with this weapon, it must make a constitution saving throw. Upon failure, it takes 2d6 fire damage and takes additional fire damage equal to strength modifier for 1d4 minutes.
Form of a Thousand Stars
At 10th level, your Solar Form improves with your own powers, you can enhance your Solare Form with one of the three features below:
Extended Burn: The duration of your Solar Form increase by half your constitution modifier (rounded up) in the number of minutes.
Brightened Flame: The damage you deal on your first hit of every round while Solar Form is active does an extra number of d4 equal to half your strength modifier in fire damage.
Protective Embers: You also gain resistance to piercing, bludgeoning, and slashing damage. Your AC also increases by two.
Brightened Flame
The damage you deal on your first hit of every round while Solar Form is active does an extra number of d4 fire damage equal to your strength modifier.
Extended Burn
The duration of your Solar Form increase by a number of minutes equal to half your constitution modifier (rounded up).
Protective Embers
You also gain resistance to piercing, bludgeoning, and slashing damage. Your AC also increases by two.
Eta Carinae
Starting at 15th level, your Weapon of Sol burn with the heat of a star's core, choose one upgrade for your Weapon of Sol:
Vicious Embers: All damage rolls from your Weapon of Sol do an extra 1d4 plus your strength modifier in fire damage.
Dancing Flames: If any creatures that were affected by your Weapon of Sol features end their turn 5ft with another creature, that other creature must make a dexterity saving throw. Upon failure, they take 2d4 fire damage for 1d6 rounds
Dancing Flames
Your weapon's flames dance and flicker on top of foes you have hit, these flames od extinguish when your Solar Form ends. If any creatures that were affected by your Weapon of Sol features end their turn 5ft with another creature, that other creature must make a dexterity saving throw. Upon failure, they take 2d4 fire damage for 1d6 rounds
Vicious Embers
You weapon radiates a scorching heat burns and singes your enemies, all damage rolls from your Weapon of Sol do an extra 3d4 plus your strength modifier in fire damage.
Supernova
At 18th level, you attain the ultimate power, the ability to channel a supernova through your body. The heat scorches through your body and tears it nearly asunder. As a bonus action, you can dismiss your Solar Form before its duration ends, you drop to 0 hit points and all creatures within a 40 ft radius takes 20d20 points of radiant damage. You immediately fail two death saving throw.
This feature is usable once per long rest.
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