Fighter
Base Class: Fighter

A warrior clad in ornately carved woods, ceremonial paints, and coronal helm strikes through jungled hills and valleys, engaging a guerilla war by means of scorched earth. Upon a mountain, an acolyte hones their skills with a blade, mimicking the motions of the sun and stars with each strike. A soldier clad in thick plate takes to the air with an explosion beneath their feet, striking their winged menace down. The Sun Warrior wields the power of the Sun itself, gained through a lifetime of intense training, understanding, and contemplation of the Sun until they birth one of their own within their own body. They hone the with that exists within themselves and without, focusing and funneling it into devastating weapon strikes, battlefield healing, and blinding flashes of light. Equipped to handle even the most intense flames, their reverence of the Sun pushes them closer and closer to the heat of battle.

Disciple of Flame

Beginning at 3rd level, your time spent in reverent or religious training in the ways of mastery over both your inner light and the light of day itself come to fruition, and you have become skilled in the knowledge and healing properties of nature and fire. you gain proficiency in Medicine, as well as your choice of Nature or Religion.

Rising Sun

You are able to focus the heat of the Sun which burns around you and within you, wielding the flame. This flame is represented by your Sun Dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus (PB), and they fuel various fiery techniques you have, which are detailed below.

Some of your techniques expend the Sun Die they use, as specified in a technique’s description, and you can’t use a power if it requires you to use a die when your dice are all expended.

You regain all your expended Sun Dice when you finish a Long Rest. In addition, as a Bonus Action, you can regain one expended Sun Die, but you can’t do so again until you finish a Short or Long Rest.

When you reach certain levels in this class, the size of your Sun Dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). Some Techniques may require a Saving Throw, in which cases the DC for that Saving Throw is (8+PB+Intelligence Modifier). The techniques below use your Sun Dice.

Cauterizing Flame: You can use your flame to rapidly close wounds. As Bonus Action, you may consume up to 2 Sun Dice and target one creature which is not Undead or a Construct within 5 feet of you (including yourself). the target creature regains Hit Points equal to the total rolled.

Sunfire Strike: You imbue your melee attacks with the whirling gout of flame. Once on each of your turns when you take the Attack Action, you may expend up to 2 Sun Dice and forgo one of your attacks to unleash a rippling torrent of heat. Each creature in a 15 ft. cone centered on you must succeed a Dexterity Saving Throw. On a failure, they take fire damage equal to your two Sun Dice. On a success, they take half as much. When you reach 10th level, the number of dice you can expend for this technique increases to 3.

Blazing Bastion: With a sudden blast, you expel sunfire from your body to dampen the impact of an incoming attack and burn your attacker. As a Reaction to be struck by a melee attack, you may expend 1 Sun Dice, roll that dice, and reduce the damage dealt to you by the amount rolled plus your Intelligence Modifier (min. 1). the attacking target also takes fire damage equal to same number rolled.

Spirit of Summer

Beginning at 7th Level, your mastery over arts and practices of the fiery martial disciplines allow you to control flames directly, weaving it into a dance of solar reverence, torches, or even a weapon, unencumbered by its heat. 

You gain resistance to fire damage and immunity to extreme heat conditions. Furthermore, you can cast Control Flames and Produce Flame at will. Intelligence is your Spellcasting Ability for these spells.

Solar Flare

Upon reaching 10th level, your light begins to shine brightest in your darkest moments, as you burn with the unbridled light of the Sun.

When you use your Fighter Second Wind class feature, you burn with untamed ferocity. While these temporary hit points persist, you shed bright light for 10 feet and dim light out to an additional 10 feet, and any creature which succeeds in making a melee attack against you takes fire or radiant damage (your choice) equal to the amount of temporary hit points you possess. This light is sunlight.

Arms of Day

Upon reaching 15th Level, your prowess is near unrivaled in rites of brilliant reverence, as you are able to access the more esoteric and powerful techniques. You gain access to the following techniques:

Wings of Ember: With a quick series of movements, you direct an explosion of fire beneath you, propelling yourself through the air. As a Bonus Action, you a flight speed of 50 feet until the start of your next turn. Furthermore, you can roll a Sun Dice and deal fire damage to all creatures within 5 feet of you equal to the number rolled on the dice before you take flight for the first time after using this technique. The first time you use this technique, no Sun Dice are expended. If you attempt to use this technique before finishing a Short or Long Rest, you must expend a Sun Dice to do so.

Armaments of the Inferno: You can coat your weapons in a broiling heat. When you take the Attack Action to make an attack with a nonmagical weapon or unarmed strike, you may expend 1 Sun Dice to coat your strikes in a reverent dawn. Until the end of your turn, your attacks deal an additional 1d6 fire damage.

Searing Light: You can project light from yourself to blind your enemies. As an Action, you can expend 2 Sun Dice and target a number of creatures within 60 feet of you equal to your Intelligence Modifier (minimum 1). Each target must succeed a Constitution Saving Throw or be blinded until the end of your next turn.

Incarnation of Dawn

The flames well within you, swelling with the force of your sheer mastery over light and fire. You have become akin to the Sun.

Beginning at 18th level, you become immune to fire damage. You also gain the following techniques and features:

Ceaseless Immolation. Whenever you roll initiative, score a critical hit or slay a creature, you regain 2 Sun Dice.

Coronal Ward. You may forgo your immunity to fire, instead remaining resistant, as a Bonus Action. If you do so, you may choose a number of creatures within 30 feet of you equal to your Proficiency Bonus. Those creatures become resistant to fire until the start of your next turn.

Great Conflagration. As an Action, you can explode with the brilliance of dawn. You may expend 4 Sun Dice to cast Flame Strike centered on yourself (you are immune to this instance of damage). Intelligence is your spellcasting ability for this spell.

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