Base Class: Warlock
Your patron is a being that embodies light, perhaps a powerful phoenix, a fiery dragon, or a living star. You have the ability to channel your patron’s light to burn through your enemies.
Expanded Spell List
The Sunsinger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Sunsinger Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Radiance
Starting at 1st level, you can use your actionaction to surround yourself with radiant light. While this light is active, you shine bright light in a 30 foot radius and dim light an additional 30 feet. When you activate your radiance, you can deal radiant damage equal to your Charisma modifier to any creature within the bright light. Additionally, when a creature starts its turn in the bright light or enters it for the first time on a turn, you can cause it to take radiant damage equal to your Charisma modifier. Your radiance also gains an additional property of your choice: Song of Flame, Radiant Skin, or Fireborn.
Once you use your Radiance, you can’t use it again until you finish a short or long rest.
Fireborn
When damage would reduce you to 0 hit points and not kill you outright, you can expend the usage of and activate your Radiance without any action cost and drop to 1 hit point instead.
Radiant Skin
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns while your Radiance is active.
Song of Flame
You and creatures of your choice within the bright light have resistance to your choice of either fire and radiant damage. Choose which damage resistance you and your allies gain when you activate radiance.
Sun Grenade
Starting at 6th level, you can use a bonus action to launch a grenade. You choose the Solar grenade, the Firebolt grenade, or the Fusion grenade. You can change your chosen grenade at the conclusion of a long rest. When a grenade forces a creature to make a saving throw, the DC of that saving throw is your spell save DC.
You can use your grenade a number of times equal to your Charisma modifier per short or long rest.
Firebolt grenade
You can launch a Firebolt grenade up to 120 feet as a bonus action. It explodes into bolts of energy in a 5 foot radius, dealing 1d10 fire damage on a failed Dexterity saving throw or half as much on a success.
Fusion Grenade
You can use a bonus action to make a ranged spell attack at a target within 90 feet to throw your grenade at it. On a hit, the grenade sticks to the target. Otherwise it falls to the ground in the target’s space. At the start of your next turn, it explodes. All creatures within 5 feet of the grenade’s space must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature the grenade is stuck to automatically fails this saving throw.
Solar Grenade
You can throw your Solar grenade up to 60 feet as a bonus action. It explodes in a 5 foot radius and all creatures within that radius must make a Dexterity saving throw or take 1d4 fire damage. A creature that fails its save catches on fire and takes 1d4 fire damage at the start of each of its turns until it uses an action to put out the fire. It ignites flammable objects that aren’t being worn or held.
Glide
Starting at 10th level, you can add your Charisma score to the distance of your long jumps and for every 2 feet you move while long jumping, you only expend 1 foot of movement. You also can make a running long jump with only a 5 foot running start instead of a 10 foot running start. When you make a long jump, you appear to be walking in the air.
Scorch
Starting at 14th level, you gain a melee spell attack that you can use when you take the attack action which sets your targets on fire with radiant energy. The attack uses your spell attack bonus to hit.
On a hit, a creature takes 2d8 plus your Charisma modifier radiant damage immediately and 1d8 radiant damage at the end of its next turn.
Your Scorch gains one additional property of your choice. You can change this property at the end of a long rest.
Brimstone
When you hit a creature with Scorch, you can attack them again with Scorch as a bonus action. If this bonus action attack hits, all creatures within 5 feet of the target other than yourself take the secondary damage from the bonus action Scorch.
Flame Shield
When you hit a creature with Scorch, you gain temporary hit points equal to your Charisma modifier and resistance to cold, fire, and radiant damage. These benefits end at the end of your next turn.
Solar Wind
When you hit a creature with Scorch, you can attack them again with Scorch as a bonus action. If this bonus action attack hits, you can push the target up to 10 feet directly away from you.
Previous Versions
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8/20/2021 12:29:40 PM
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Coming Soon
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