Fighter
Base Class: Fighter

Suntouched Blessing

At 3rd level, you learn to absorb radiant energy from sunlight to augment your own physical capacities or power your magical abilities. You gain proficiency in either Acrobatics or Athletics, and you learn the Light Cantrip if you don’t already know it. Constitution is your spellcasting ability for it.

Hardlight Weapons

At 3rd level, you can forge a weapon of solid sunlight in your hand known as a Hardlight Weapon. At the start of your first turn in initiative or as a bonus action, you can form a Hardlight weapon. The form of the weapon is a simple or martial weapon of your choice or a shield (see the Weapons section of the Player's Handbook).

 

If it is a shield, you can instantly don it, with additional properties as follows:

  • The shield is magical.
  • You can use the shield to make unarmed strikes, which deal radiant damage instead of bludgeoning, piercing, or slashing damage.
  • The shield disappears if you are not holding it at the end of your turn.

 

If it is a weapon, it appears in an unoccupied hand of yours, with additional properties as follows:

 

  1. A Hardlight weapon replaces any bludgeoning, piercing, or slashing damage it deals with radiant damage.
  2. A Hardlight weapon emits non magical bright light in a 10 foot radius and din light for an additional 10 feet.
  3. Hardlight weapons disappear if they are not in your hands at the end of your turn. 
  4. When a Hardlight weapon takes the form of a ranged weapon, 20 pieces of Hardlight ammunition appropriate to the weapon are also produced. While the Hardlight weapon is a ranged weapon, you can use a bonus action to produce 20 pieces of Hardlight ammunition, causing existing ammunition to disappear. Hardlight ammunition disappears immediately after an attack is made with them or when the Hardlight weapon changes form.
  5. When a Hardlight weapon takes the form of a weapon that you can use for two weapon fighting, an identical weapon is produced. The second weapon appears in your other hand if it is unoccupied, otherwise it lands on the floor at your feet. 
  6. You can dismiss a Hardlight weapon on your turn as an object interaction. 

 

Alternatively, when you can make a Hardlight weapon, you can instead imbue a magic weapon you are holding with Hardlight. An imbued magic weapon has properties 1, 2, 4, and 5. For 5, a regular Hardlight weapon is produced instead of a copy of the magic weapon. This effect ends if the imbued weapon is not in your hand at the end of your turn or as an object interaction.

Hardlight Techniques 

At the 3rd level, you have access to Hardlight Techniques, which allow you to use the sunlight stored in your body both offensively and defensively. Using a Hardlight Technique requires a Hardlight weapon, Hardlight imbued magic weapon, or Hardlight shield. If a technique requires a weapon attack with the Hardlight weapon while you have a Hardlight shield, make an unarmed strike using the shield.

 

When you gain this feature, you learn two Hardlight Techniques of your choice (see “Hardlight Technique Options” below). You learn one additional technique of your choice as you gain levels in this class, at 7th (3), 10th (4), 15th (5), and 18th (6).

 

You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest. You gain an additional use at 7th (3), 15th (4), and 18th (5) level.

 

Whenever you learn new Hardlight Techniques, you can also replace one Hardlight Technique you know with a different one. The effects of each Hardlight Technique is considered magical in nature.

 

You can only activate one Hardlight Technique per turn.

 

Some Hardlight features require saving throws. Use your Hardlight saving throw DC, which is calculated as follows:

 

Hardlight Technique save DC = 8 + your proficiency bonus + your Constitution modifier

Radiance 

Starting at 7th level, your body naturally stockpiles radiant energy, which you can tap into to empower your Hardlight. At the start of your turn you can release some of this stored energy. Until the end of your turn, attacks you make with Hardlight deal additional radiant damage equal to your Constitution modifier. 

 

You can use this twice and you regain all expended uses when you finish a short or long rest. If you have not been exposed to any light in the last 24 hours, you regain no uses.

Daybreak

At 10th level, your ability to absorb sunlight has improved to the point that you are now able to passively collect it throughout the day. When you roll initiative and you have no uses of Hardlight Technique remaining, you regain one use.

Prominence 

Starting at 15th level, your mastery over your Hardlight Weapons allows you to temporarily imbue them with unstable levels of radiant energy. You gain the Sunburst and Solar Wind abilities. Once you use either feature, you cannot use either feature until you take a short or long rest.

Sunburst

When you make a ranged weapon attack using Hardlight against a target, you can unleash a destructive burst of energy. Hit or miss, an explosion of light occurs centred on your target. All creatures within 10 feet of the target (including the target) take 2d10 radiant damage and must make a Dexterity saving throw. On a fail, they are blinded until the end of their next turn. Creatures that are resistant or immune to radiant damage have advantage on the saving throw.

 

Solar Wind 

When you hit a target with a melee weapon attack using Hardlight, a wave of light bursts out immediately after the attack. All creatures in a 15-foot cone in front of you (including the target) take 2d10 radiant damage and must make a Strength saving throw. On a fail, their speed is reduced to 0 until the end of their next turn and they are knocked prone, as chains of Hardlight bind them. Creatures that are resistant or immune to radiant damage have advantage on the saving throw.

Nightfall

Starting at 18th level you learn to consume light rapidly, hoarding it for yourself. You can use your bonus action to enter Nightfall. Any Hardlight Weapons you hold turn black and do not illuminate your surroundings. Your Nightfall has following properties:

  • You immediately regain 40 hit points if you are in bright light or 20 hit points if you are in dim light. If this grants excess hit points above maximum health, you can make the excess temporary hit points, which disappear when Nightfall ends.
  • You have a 10 foot radius aura that is centred on you and moves with you. Nonmagical Light in this aura is reduced to darkness. You can see through this darkness as if you had Darkvision. If a creature other than you relies on Darkvision to see you in this aura of darkness, they cannot see you. In addition, any creature that enters or ends their turn within this aura, they take 1d10 radiant damage.
  • You are immune to radiant damage whilst Nightfall is active.
  • You cannot use Hardlight Techniques, Radiance, or Prominence during Nightfall.

Your Nightfall lasts for 1 minute. It ends early if you are incapacitated. You can end it early on your turn (no action required). The aura is magical and can be targeted by Dispel Magic cast at 6th level or higher. You can use this feature once per long rest.

Hardlight Techniques

Beacon

As an action you shine bright light from your Hardlight Weapon or Shield in a 20-foot radius. Any creature other than you caught in this light must make a Dexterity saving throw. On a failed saving throw, a pillar of light emanates from the creature until the start of your next turn. Attacks made against the creature have advantage while this pillar of light shines on it. When an attack hits one of the affected creatures, the light pillar disappears for that creature.

Beam

When you make a ranged weapon attack using Hardlight, you can channel radiant energy into your weapon to launch a beam of light at the target instead. This beam ignores half cover and three-quarters cover, striking through even the narrowest opening. On hit, roll for weapon attack damage as you would normally. 

 

With DM discretion, this beam may reflect off of suitable surfaces such as mirrors and still clean water surfaces, possibly hitting targets around corners. Ask your DM if this is possible. The DM may require an intelligence or wisdom based skill check to properly determine reflection paths.

Blind

When you make a melee weapon attack against a target using Hardlight, you can release a flash of light. The target must succeed on a Dexterity saving throw or their next attack before the end of its next turn is made with disadvantage. A creature that can't be blinded is immune to this effect.

Discharge

When you hit a creature with a weapon attack, you can send a surge of light at a number of creatures equal to your Constitution modifier (a minimum of one) that you can see within 5 feet of your target. The other creatures are dealt radiant damage equal to half of the total radiant damage inflicted on the target.

Incandescence

Using your bonus action, you channel radiant energy into your Hardlight Weapon until it begins to burn. For 1 minute, your Hardlight Weapon will inflict fire damage instead of radiant damage and you can add your Constitution modifier to your damage rolls as additional fire damage. You can dismiss the effect using your free action.

Mantle

As a reaction to an attack that hits you, you cover yourself in a protective layer of sunlight. You gain temporary hp equal to 5 + your fighter level until the beginning of your next turn.

Overcharge

When you hit a creature with a weapon attack, you can condense sunlight into your Hardlight Weapon to increase the potency of your attack. You can reroll your weapon damage dice once and you choose which dice to use. This does not affect dice from other effects that you would roll for extra damage.

Rupture

When you hit a creature that is up to 1 size larger than you with a melee weapon attack, you can shatter your Hardlight, forcing the target to make a Strength saving throw. On a fail, the target is pushed back up to 15 feet away from you and knocked prone. Your Hardlight Weapon dissipates during the use of this Hardlight Technique, and the weapon returns at the start of your next turn. 

Sunspot

When you hit a creature with a Hardlight Weapon, you can burn a magical mark on the creature’s body that attracts light. Until the start of your next turn, if an attack that originates from a creature other than yourself misses within 10 feet of the marked creature, the attacker can reroll their attack against the marked creature.

Sunstream

When you take the Dash action, you can wrap yourself in an aura of light to further increase your speed. Until the beginning of your next turn, you gain an additional 10 movement during the Dash action and difficult terrain doesn't cost you extra movement.

Synthesis

By tapping into the stockpiles of radiant energy in your body, you are able to restore your stamina and continue fighting. As a reaction to a failed saving throw, you can expend one Hardlight Technique use to reroll the saving throw, however you must use the new roll.

 

 

Suntouched Blessing

At 3rd level, you learn to absorb radiant energy from sunlight to augment your own physical capacities or power your magical abilities. You gain proficiency in either Acrobatics or Athletics, and you learn the Light Cantrip if you don’t already know it. Constitution is your spellcasting ability for it.

 

Hardlight Weapons

At 3rd level, you can forge a weapon of solid sunlight in your hand known as a Hardlight Weapon. At the start of your first turn in initiative or as a bonus action, you can form a Hardlight weapon. The form of the weapon is a simple or martial weapon of your choice or a shield (see the Weapons section of the Player's Handbook).

 

If it is a shield, you can instantly don it, with additional properties as follows:

  • The shield is magical.
  • You can use the shield to make unarmed strikes, which deal radiant damage instead of bludgeoning, piercing, or slashing damage.
  • The shield disappears if you are not holding it at the end of your turn.

 

If it is a weapon, it appears in an unoccupied hand of yours, with additional properties as follows:

 

  1. A Hardlight weapon replaces any bludgeoning, piercing, or slashing damage it deals with radiant damage.
  2. A Hardlight weapon emits non magical bright light in a 10 foot radius and din light for an additional 10 feet.
  3. Hardlight weapons disappear if they are not in your hands at the end of your turn. 
  4. When a Hardlight weapon takes the form of a ranged weapon, 20 pieces of Hardlight ammunition appropriate to the weapon are also produced. While the Hardlight weapon is a ranged weapon, you can use a bonus action to produce 20 pieces of Hardlight ammunition, causing existing ammunition to disappear. Hardlight ammunition disappears immediately after an attack is made with them or when the Hardlight weapon changes form.
  5. When a Hardlight weapon takes the form of a weapon that you can use for two weapon fighting, an identical weapon is produced. The second weapon appears in your other hand if it is unoccupied, otherwise it lands on the floor at your feet. 
  6. You can dismiss a Hardlight weapon on your turn as an object interaction. 

 

Alternatively, when you can make a Hardlight weapon, you can instead imbue a magic weapon you are holding with Hardlight. An imbued magic weapon has properties 1, 2, 4, and 5. For 5, a regular Hardlight weapon is produced instead of a copy of the magic weapon. This effect ends if the imbued weapon is not in your hand at the end of your turn or as an object interaction.

 

Hardlight Techniques

At the 3rd level, you have access to Hardlight Techniques, which allow you to use the sunlight stored in your body both offensively and defensively. Using a Hardlight Technique requires a Hardlight weapon, Hardlight imbued magic weapon, or Hardlight shield. If a technique requires a weapon attack with the Hardlight weapon while you have a Hardlight shield, make an unarmed strike using the shield.

 

When you gain this feature, you learn two Hardlight Techniques of your choice (see “Hardlight Technique Options” below). You learn one additional technique of your choice as you gain levels in this class, at 7th (3), 10th (4), 15th (5), and 18th (6).

 

You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest. You gain an additional use at 7th (3), 15th (4), and 18th (5) level.

 

Whenever you learn new Hardlight Techniques, you can also replace one Hardlight Technique you know with a different one. The effects of each Hardlight Technique is considered magical in nature.

 

You can only activate one Hardlight Technique per turn.

 

Some Hardlight features require saving throws. Use your Hardlight saving throw DC, which is calculated as follows:


Hardlight Technique save DC = 8 + your proficiency bonus + your Constitution modifier

 

Hardlight Techniques

Beacon

As an action you shine bright light from your Hardlight Weapon or Shield in a 20-foot radius. Any creature other than you caught in this light must make a Dexterity saving throw. On a failed saving throw, a pillar of light emanates from the creature until the start of your next turn. Attacks made against the creature have advantage while this pillar of light shines on it. When an attack hits one of the affected creatures, the light pillar disappears for that creature.

Beam

When you make a ranged weapon attack using Hardlight, you can channel radiant energy into your weapon to launch a beam of light at the target instead. This beam ignores half cover and three-quarters cover, striking through even the narrowest opening. On hit, roll for weapon attack damage as you would normally. 


With DM discretion, this beam may reflect off of suitable surfaces such as mirrors and still clean water surfaces, possibly hitting targets around corners. Ask your DM if this is possible. The DM may require an intelligence or wisdom based skill check to properly determine reflection paths.

Blind

When you make a melee weapon attack against a target using Hardlight, you can release a flash of light. The target must succeed on a Dexterity saving throw or their next attack before the end of its next turn is made with disadvantage. A creature that can't be blinded is immune to this effect.

Discharge

When you hit a creature with a weapon attack, you can send a surge of light at a number of creatures equal to your Constitution modifier (a minimum of one) that you can see within 5 feet of your target. The other creatures are dealt radiant damage equal to half of the total radiant damage inflicted on the target.

Incandescence

Using your bonus action, you channel radiant energy into your Hardlight Weapon until it begins to burn. For 1 minute, your Hardlight Weapon will inflict fire damage instead of radiant damage and you can add your Constitution modifier to your damage rolls as additional fire damage. You can dismiss the effect using your free action.

Mantle

As a reaction to an attack that hits you, you cover yourself in a protective layer of sunlight. You gain temporary hp equal to 5 + your fighter level until the beginning of your next turn.

Overcharge

When you hit a creature with a weapon attack, you can condense sunlight into your Hardlight Weapon to increase the potency of your attack. You can reroll your weapon damage dice once and you choose which dice to use. This does not affect dice from other effects that you would roll for extra damage.

Rupture

When you hit a creature that is up to 1 size larger than you with a melee weapon attack, you can shatter your Hardlight, forcing the target to make a Strength saving throw. On a fail, the target is pushed back up to 15 feet away from you and knocked prone. Your Hardlight Weapon dissipates during the use of this Hardlight Technique, and the weapon returns at the start of your next turn. 

Sunspot

When you hit a creature with a Hardlight Weapon, you can burn a magical mark on the creature’s body that attracts light. Until the start of your next turn, if an attack that originates from a creature other than yourself misses within 10 feet of the marked creature, the attacker can reroll their attack against the marked creature.

Sunstream

When you take the Dash action, you can wrap yourself in an aura of light to further increase your speed. Until the beginning of your next turn, you gain an additional 10 movement during the Dash action and difficult terrain doesn't cost you extra movement.

Synthesis

By tapping into the stockpiles of radiant energy in your body, you are able to restore your stamina and continue fighting. As a reaction to a failed saving throw, you can expend one Hardlight Technique use to reroll the saving throw, however you must use the new roll.

Radiance

Starting at 7th level, your body naturally stockpiles radiant energy, which you can tap into to empower your Hardlight. At the start of your turn you can release some of this stored energy. Until the end of your turn, attacks you make with Hardlight deal additional radiant damage equal to your Constitution modifier. 

 

You can use this twice and you regain all expended uses when you finish a short or long rest. If you have not been exposed to any light in the last 24 hours, you regain no uses.

 

Daybreak

At 10th level, your ability to absorb sunlight has improved to the point that you are now able to passively collect it throughout the day. When you roll initiative and you have no uses of Hardlight Technique remaining, you regain one use.

 
 

Prominence

Starting at 15th level, your mastery over your Hardlight Weapons allows you to temporarily imbue them with unstable levels of radiant energy. You gain the Sunburst and Solar Wind abilities. Once you use either feature, you cannot use either feature until you take a short or long rest.

Sunburst

When you make a ranged weapon attack using Hardlight against a target, you can unleash a destructive burst of energy. Hit or miss, an explosion of light occurs centred on your target. All creatures within 10 feet of the target (including the target) take 2d10 radiant damage and must make a Dexterity saving throw. On a fail, they are blinded until the end of their next turn. Creatures that are resistant or immune to radiant damage have advantage on the saving throw.

 

Solar Wind 

When you hit a target with a melee weapon attack using Hardlight, a wave of light bursts out immediately after the attack. All creatures in a 15-foot cone in front of you (including the target) take 2d10 radiant damage and must make a Strength saving throw. On a fail, their speed is reduced to 0 until the end of their next turn as chains of Hardlight bind them. Creatures that are resistant or immune to radiant damage have advantage on the saving throw.

 

Nightfall

Starting at 18th level you learn to consume light rapidly, hoarding it for yourself. You can use your bonus action to enter Nightfall. Any Hardlight Weapons you hold turn black and do not illuminate your surroundings. Your Nightfall has following properties:

  • You immediately regain 40 hit points if you are in bright light or 20 hit points if you are in dim light. If this grants excess hit points above maximum health, you can make the excess temporary hit points, which disappear when Nightfall ends.
  • You have a 10 foot radius aura that is centred on you and moves with you. Nonmagical Light in this aura is reduced to darkness. You can see through this darkness as if you had Darkvision. If a creature other than you relies on Darkvision to see you in this aura of darkness, they cannot see you. In addition, any creature that enters or ends their turn within this aura, they take 1d10 radiant damage.
  • You are immune to radiant damage whilst Nightfall is active.
  • You cannot use Hardlight Techniques, Radiance, or Prominence during Nightfall.

Your Nightfall lasts for 1 minute. It ends early if you are incapacitated. You can end it early on your turn (no action required). The aura is magical and can be targeted by Dispel Magic cast at 6th level or higher. You can use this feature once per long rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2021 10:47:51 PM
18
2
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes