Your adventures and/or training have awaken on you your innate talent to manipulate the power of the light of the sun, gaining the following benefits:
- Light Control: You know how to control light, give light and even become the sun itself. You learn the Light cantrip and you can target yourself with that cantrip, in addition, you no longer have a limit on the number of objects that can be affected by the spell at the same time. As a bonus action on your turn, you can change the radius of the bright/dim light cast by an object affected by that spell by 5 ft each (Maximum of 30 ft bright/dim light, minimum of 5 ft bright/dim light).
- Sun Magic Born Caster: The power of the sun has given you the natural ability to chanel magical energy into small manifestations. You learn one cantrip of your choose between Prestidigitation, Thaumaturgy or Druidcraft, effects you produce from any of those spells may carry some light.
- Sun Powered Strikes: You may use your spellcasting ability instead of strenght or dexterity for melee weapon attacks you make. Weapons you are holding may be imbued in a shining aura that sheds dim light in a 5 foot radius.
- White Flames and Celestial Lightnings: If a spell you cast would deal fire or lightning damage, you may have it deal radiant damage instead.
- Sun Resilience: Light protects holy wariors. You gain resistance against necrotic damage and radiant damage.
- Sunshine Walker (Special Class Features) (Optional Feature): Thanks to your training, you have learnt how to manipulate light in different ways making you better in your class, if you are multiclassing, choose one of your classes to be affected by this feature, you may change your option at the end of a long rest:
- Sun Shield (Bard feature only): As a bard, you can evoke light to protect creatures. Using one of your bardic inspiration die, you may have a target gain an ammount of temporary hit points equal to the double of the result of the die + your charisma modifier.
- Divine Sun Call (Cleric feature only): As a cleric, you can use the power of the light to treat wounds or to sear your foes. Once per long rest, you gain an additional use of your chanel divinity feature, this additional use can only be used to trigger the Chanel Divinity: Preserve Life from the life domain or the Chanel Divinity: Radiance of the Dawn from the light domain.
- Sun on Moon Mirror (Druid feature only): You can use the reflection of the sun on the moon to evoke searing power. You learn the 2nd level spell Moonbeam and can cast it once at 3rd level without spending a spell slot. You can't do so again until you finish a short or long rest.
- Healing Sun Beacon (Paladin feature only): As a paladin, you can use the power of the light to release a restoring light wave and enhance your Lay on Hands feature. Using an action on your turn, you may spend any amount of points from your paladin's Lay on Hands feature, if you do, you and allies in a 10 foot radius regain an ammount of hit points equal to the amount of points that you spent. Once you use this feature, you can't use it again until you finish a short or long rest.
- Arrow Blaze (Ranger feature only): As a ranger, the power of the sun empowers your hunter's skills. Whenever you use you Hunter's Mark spell, the target sheds dim light in a 5 foot radius for one minute after you have successfully hit it, the extra damage is radiant damage and the damage die is a 1d10 instead of 1d6.
- Sun Blaster (Sorcerer feature only): As a sorcerer, you wield the most powerful radiant spells and can cast them with less effort than anyone. You learn the Guiding Bolt spell and whenever you can cast it, you may have the spell being cast two levels above of the used spell slot once, then, you can't do so again until you finish a short or long rest. In addition, at 11th level you learn the Sunbeam spell and you can forgo the enhanced casting of Guiding Bolt to cast Sunbeam once without spending a spell slot, then, you can't do so again until you finish a long rest. Those spells are sorcerer spells for you but doesn't count against the number of spells you can learn.
- Blazing Striker (Warlock feature only): As a warlock, you gain an additional eldritch invocation with this feature's name that lets you chanel radiant power in your weapon strikes. You learn and can cast the 1st level spell Divine Favor at will and you don't need to use concentration for it (it's effect can't be stacked). In addition, your Eldritch Blast cantrip can deal radiant damage instead of force and its damage die changes to 1d12.
- Sun Conjurer (Wizard, Fighter: Eldritch Knight and Rogue: Arcane Trickster feature only): As a Wizard, you can convoke the sun to light your path. You learn the 3rd level spell Daylight and can cast it once without spending a spell slot. You can't do so again until you finish a short or long rest.
Optional Overpowering Features:
- Shining Soul (Optional Feature): Light flows through your body and you can chanel it in different ways. Over the course of a short or long rest, you may performing meditation for at least 10 minutes, triggering one of the following modes of your choice which takes effect during the next 8 hours or until you trigger another mode:
- Sun Searing Smite: All your melee weapon attacks deal additional radiant damage equal to your spellcasting ability modifier.
- Sun Searing Caster: Spells that would deal fire, lightning or radiant damage deal additional radiant damage equal to your spellcasting ability modifier on a hit (only once per target).
- Sun Warden: At the beginning of your turns, you gain an ammount of temporary hit points equal to half your level plus your spellcasting ability modifier.
- Sunlight Spirit Etherealness: As a reaction or a bonus action, you may gain a bonus to your AC equal to half your spellcasting ability modifier rounded down.
- Sun Healer: Whenever you cast a healing spell on a target other than you, you may make a DC 20 medicine check, if you succed, you can cast Healing Word as a 1st level spell as a bonus action in the same target without spending a spell slot.
- Progressive Sunshine Growth (Optional Feature): As you grow as an adventurer, the power of the sun within you progressively becomes greater and stronger, slowly taking you and turning you into a true agent of the light and the benevolence. When you reach 9th level, 13th level and 17th level, choose one of the following options:
- Searing Sun: Light is the strongest weapon to punish the wicked. You are permanently under the effects of your choice between the Sun Searing Striker and the Sun Searing Caster modes of this feat. Nonethless, you can still use those modes but their effects don't overstack.
- Warding Sun: Light is the best refuge. You are permanently under the effects of the Sun Warden mode of this feat. Nonethless, you can still use that mode, but instead, a friendly creature in a 10 feet range of you receives the benefits instead of you during turns (30 feet range at 18th level).
- Ultimate Sun Bearer: Eternal Sun Agent (Optional Feature Available Only at 20th level): Light is the best source of energy, health and eternal benevolence. You no longer are affected by the drawbacks of ageing and you can't be aged by any magical mean, you are immune to disease and have advantage on saving throws that would allow you to prevent from being charmed, frightened, stuned, paralyzed, poisoned or petrified. In addition, instead of taking a long rest, you may stand for at least 4 hours exposed to the sunlight and meditating to gain the same benefits of a long rest provided that you have eaten before, you are aware of your sorroundings in a 60 foot radius during that time, but takes you 1 full round to regain consciousness.
"The sun can be a source of hope for the weak. But we can't give ourrselves the ease to be weak. Because the sun shines from within us. If there is no sunlight in sight we become the sun itself!" - Quote from Odric Kavanagh's speech during the ceremony of the recent graduates from the Roy Savant's Royal Arcane Guard's College.
Creator's Notes: This feat is intended to be used in a campaign where magic is somewhat common and the weave of magic has a strong presence in the world, so this can be categorized as a Powerful Feat, but has some flexible options to make it less or more powerful, so balance it as you like, that's why there are options with the "Optional Feature" tag in this feat. Talk with your DM to determine the available optional features for you.
Creator - IGN: Ginemor Nartor (IRLN: Diego Medina)
Revisor - IGN: Sildar (IRLN: Alejandro Sansores)
Previous Versions
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1/29/2019 6:49:33 PM
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Alpha
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Betha
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233
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5/22/2019 2:45:40 PM
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5
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