Fighter
Base Class: Fighter

Sun Knights usually live and train in secluded strongholds away from most populated areas. Sun Knights worship the sun as the one true deity, they may hold reverence for one or more deities but view them as children of the sun. Sun Knights train from the age when they can first hold a sword, and when they reach an age of maturity they are set out on a pilgrimage to gain wisdom. Sun Knights train to use multiple weapons and armor to defeat their foes either in the name of the sun or in their pursuit of wisdom. They seek to understand the world and an answer to its greatest mysteries. Sun Knights have a distinctive fighting style that incorporates the energies of the sun to blind, disorient or stun their enemies as well as to bolster their allies. But Sun Knights are most comfortable when they fight alongside others because part of their teachings entails the importance of family, friends, and others that can aid them. Sun Knights can vary greatly in their moral codes, it all truly depends on the sect where the sun knight was raised. Sun Knights will never disclose their secrets to others, that is one thing that they will take to their grave.

Sun Arts

Starting at Lv. 3 you can choose 1 additional fighting style and gain abilities based on the fighting styles you know. 

Archery: On a critical hit, with a ranged weapon, your target becomes blinded for 1d4 + your WIS modifier rounds. 

Defense: When you are targeted for a melee attack you are treated as having additional AC equal to your WIS modifier. 

Dueling: When an attack is made against you or an ally adjacent to you, you can use your reaction to make the attacker become blinded, for 1 round, impose disadvantage on their next action and give your ally advantage on their next attack against the target. 

Great Weapon Fighting: On a critical hit, with a two-handed or versatile weapon, roll a d4 and apply the following effects depending on the roll: 1the target is blinded, 2 the target is deafened, 3 the target is stunned, 4 apply all of the above. 

Protection: While you are wielding a shield, target one adjacent ally, all physical attacks made against them are made at disadvantage. This ability continues as long as that ally is adjacent to you.

Two-Weapon Fighting: While wielding a weapon in each hand, your off-hand weapon radiates with light, akin to a torch. Any creature that has darkvision and sees the light of your offhand weapon must make a hard CON save or be blinded.

Blinding Burst

At Lv. 3 you gain Blinding Burst: Raise your weapon and emit a blinding burst of light, any enemy within 50 ft. of you must make a CON saving throw or be blinded for 1d4 turns + WIS modifier. This ability can be used as a bonus action and can be used 3 times per short rest.

Guiding Light

At Lv. 3 you gain the ability Guiding Light: Target 1 enemy within 30 ft. of you, that you can see, the next attack made by your ally against that enemy is made at advantage. You can use this ability as a bonus action. You can use this ability  2 times + your WIS modifier per long rest.

Sun Strike

At Lv. 7 you gain Sun Strike: As a bonus action, you can either imbue your attacks, for the next 3 rounds, with 1d6 x your fighter level radiant damage or target 1 ally and imbue their attacks with 1d4 radiant x your WIS modifier and 1d4 force x your WIS modifier damage for the next 2 rounds. You can use this ability 2 times per long rest. You gain 1 additional use at Lv. 10, Lv. 13, Lv. 16 and Lv. 19.

Solar Boost

At Lv. 7 you gain the ability Solar Boost: As an action target 1 friendly creature and increase 1 of their ability scores by 3 and give them advantage on any action that falls under that ability score. This ability lasts for 3 rounds or 1d10 minutes after it ends apply a -3 to the ability score you increased and disadvantage to any action that falls under that ability score, this lasts until that creature finishes a short/long rest. You can use this ability 3 times per short rest. If you are standing in sunlight you can use this ability as a bonus action.

Illumination

At Lv. 7 you gain the ability Illumination: As a standard action, raise your weapon high and emit light from it, in a 50ft. area centered on you. In the area of effect reveal any invisible creatures/objects, stealth, sleight of hand and deception skill checks are made at disadvantage. All creatures in the area of effect are treated as if they were in direct sunlight. This ability requires concentration, you can still move but your movement speed is reduced to 5ft. 

Advanced Sun Arts

At Lv. 10 you gain Advanced Sun Arts: As a free action, you can change the weapon or shield you are using for another one that is covered by your fighting styles. You can use this action once per turn and 3 times per combat. Also, all of your weapon attacks deal 2d8 radiant damage.

Solar Infusion

At Lv. 10 you gain the ability Solar Infusion: As a full action, you can target 1 friendly creature that has spell slots, restore 1 of their used spell slots. If that creature casts a damaging spell or one that uses dark energy it becomes stunned for 3 rounds. You can use this ability 2 times per long rest, and if you are standing in sunlight you gain 1 additional use.

Bright Day

At Lv. 10 you gan the ability Bright Day: As a full action, target 1 creature which you can see, it gains advantage on its next action and suffers disadvantage on the next 2 actions after that. You can use this ability as a bonus action if you are standing in direct sunlight, you can use this ability a number of times equal to your WIS modifier per long rest. If you have a negative WIS modifier, all actions you take are at disadvantage.

Master Sun Arts

Starting at Lv. 15 you master the Sun Arts, gaining additional effects or enhancing the once you already have

Archery: Any hit you make with a ranged weapon makes the target blinded for 1d4 + your WIS modifier rounds.

Defense: When you are targeted for an attack you are treated as having additional AC equal to your WIS modifier. 

Dueling: Instead of using your reaction you can use this ability any number of times equal to your WIS modifier.

Great Weapon Fighting: You gain the effects on any successful attack, with a two-handed or versatile weapon, and on a crit, you don't roll but apply all of the effects.

Protection: The effect applies to any and all allies within 5ft. of you.

Two-Weapon Fighting: If you successfully hit an enemy with both of your weapons, at least once each, it is stunned for 1d6 rounds.

Sun Ray

At Lv. 15 you gain Sun Ray: As a standard action, channel the energy of the sun and fire a ray of sunlight, in a straight line with a range of 70ft., it deals 10d10 radiant damage, any creature caught in its path must make a hard CON save or take an additional 6d4 force damage and be knocked prone. You can use this ability once per long rest. If you are standing in direct sunlight you gain 2 additional uses of this ability.

Wisdom Of The Sun

At Lv. 15 you gain Wisdom Of The Sun: Gain +2 to WIS, max 20. You can read any text as if it was written in a language you already know. During the daytime, you gain advantage on any WIS checks or skill checks that fall under WIS. Any ally within 15ft. of you gain advantage on WIS saving throws.

Praise The Sun

At Lv. 18 you attain the true power of a Sun Knight Praise The Sun: When you or your ally successfully hits an enemy, you can use this ability and double the damage dealt. When you use this ability halve two of your ability scores, one of them must be CON or WIS, this lasts until you complete a long rest. You can use this ability 2 times per day, if you are standing in direct sunlight you gain 1 additional use if you use this ability 3 times in the same day you fall to 0 HP with 1 failed death saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
4/20/2021 12:58:21 PM
71
21
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes