For countless generations the sun has shown over countless battlefields.It is no coincidence that summer is the season of war, and that summer is when the sun shines it’s brightest.It is also no coincidence that many cultures across the material plane associate the sun with deities of war.As a Sun Warrior you are this ancient warrior gods champion. You bring light to the darkest places, and the edge of your blade to those that hide in it.
-Sun Scoured:When you choose this path at 3rd level, your body has hardened under the light of the punishing sun.You become resistant to Fire and Radiant damage.
-CelestialRage:At 3rd level, your rage channels the blinding light of the high sun.While raging, you shed bright light for 20ft and dim light for an additional 20ft.This ability dispels magical darkness.
Additionally, you learn the Sacred Flame cantrip.While raging you may cast this Cantrip using a Bonus Action.Constitution is your spell casting ability for this Cantrip.
-Phoenix Fire:Starting at 6th level, you gain the ability to heal yourself by burning your wounds shut.While raging, your abdomen burns like a furnace and produces a pool of healing fire.As an action, you can heal hit points equal to 5 x your Barbarian level.This healing can only be used on yourself, and only while raging.Your healing reserve can be used up all at once, or split between multiple healings.This pool replenishes upon completing a long rest.
-Eyes Of Revealing Light:At 10th level, your eyes take on a heavenly light.You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth (DC equal to8 + your Constitution modifier + your Proficiency Bonus) a number of times equal to your Proficiency Bonus.You regain all uses of this ability upon completing a long rest.
-Sun Flare:At 14th level, the same light that fills and guides you also lashes out at your foes.While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier).The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.
-Sun Scoured:When you choose this path at 3rd level, your body has hardened under the light of the punishing sun.You become resistant to Fire and Radiant damage.
-CelestialRage:At 3rd level, your rage channels the blinding light of the high sun.While raging, you shed bright light for 20ft and dim light for an additional 20ft.This ability dispels magical darkness.
Additionally, you learn the Sacred Flame cantrip.While raging you may cast this Cantrip using a Bonus Action.Constitution is your spell casting ability for this Cantrip.
Sun Scoured is already very good & powerful, but you've added 2 other very powerful abilities as well making this OP, compared to other barbarian subclasses. Low level barbarians are already awesome you don't need to stack all the best features right at 3rd level. In particular just the ability to dispel any and all magical darkness is FAR too powerful for 3rd level, that's an ability no other class can get until 5th level and even then it is extremely costly - requires an action + a 3rd level spell slot.
These should really be split into two features one at 3rd level the other at 6th level. E.g.
Celestial Rage (3rd level) You learn the Sacred Flame and Light cantrips and can cast them as a bonus action while raging. Constitution is your spell casting ability for these cantrips. While you are Raging, your Light cantrip cannot be dispelled or smothered by magical darkness.
Sun Scoured(6th level) You gain resistance to Fire and Radiant damage.
6th level
Phoenix Fire:Starting at 6th level, you gain the ability to heal yourself by burning your wounds shut.While raging, your abdomen burns like a furnace and produces a pool of healing fire.As an action, you can heal hit points equal to 5 x your Barbarian level.This healing can only be used on yourself, and only while raging.Your healing reserve can be used up all at once, or split between multiple healings.This pool replenishes upon completing a long rest.
This is boring, it's just a nerfed version of Lay on Hands.
10th level
Eyes Of Revealing Light:At 10th level, your eyes take on a heavenly light.You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth (DC equal to8 + your Constitution modifier + your Proficiency Bonus) a number of times equal to your Proficiency Bonus.You regain all uses of this ability upon completing a long rest.
This seems like a really odd combination of stuff, what does see though invisibility have to do with the Sun? Illusion spells usually require checks not saves so that one doesn't really work. And Zone of Truth is pretty niche. I was expecting some ability to blind my enemies as a Sun Warrior, though 10th level is the characteristic "niche utility feature" for most barbarian subclasses which is why most people MC before getting to it. If you want to stick with the utility concept:
Eyes of Revealing Light. (10th level) You can see invisible creatures and objects, and can detect the presence of an illusion by simply looking at them as long as they are within an area of bright light. You can cast Zone of Truth a number of times equal to your Proficiency Bonus using Constitution as your spellcasting ability, you regain all uses at dawn.
or you could go with a combat option:
Blinding Light (10th level) Creatures that fail the save against your Sacred Flame are blinded until the start of your next turn.
14th level
Sun Flare:At 14th level, the same light that fills and guides you also lashes out at your foes.While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier).The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.
This one also feels pretty uninteresting, it is on par with other barbarian subclasses, but that's not necessarily a good thing.
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Path of the Sun Warrior
For countless generations the sun has shown over countless battlefields. It is no coincidence that summer is the season of war, and that summer is when the sun shines it’s brightest. It is also no coincidence that many cultures across the material plane associate the sun with deities of war. As a Sun Warrior you are this ancient warrior gods champion. You bring light to the darkest places, and the edge of your blade to those that hide in it.
-Sun Scoured: When you choose this path at 3rd level, your body has hardened under the light of the punishing sun. You become resistant to Fire and Radiant damage.
-Celestial Rage: At 3rd level, your rage channels the blinding light of the high sun. While raging, you shed bright light for 20ft and dim light for an additional 20ft. This ability dispels magical darkness.
Additionally, you learn the Sacred Flame cantrip. While raging you may cast this Cantrip using a Bonus Action. Constitution is your spell casting ability for this Cantrip.
-Phoenix Fire: Starting at 6th level, you gain the ability to heal yourself by burning your wounds shut. While raging, your abdomen burns like a furnace and produces a pool of healing fire. As an action, you can heal hit points equal to 5 x your Barbarian level. This healing can only be used on yourself, and only while raging. Your healing reserve can be used up all at once, or split between multiple healings. This pool replenishes upon completing a long rest.
-Eyes Of Revealing Light: At 10th level, your eyes take on a heavenly light. You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth (DC equal to 8 + your Constitution modifier + your Proficiency Bonus) a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.
-Sun Flare: At 14th level, the same light that fills and guides you also lashes out at your foes. While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier). The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.
-Sun Scoured: When you choose this path at 3rd level, your body has hardened under the light of the punishing sun. You become resistant to Fire and Radiant damage.
-Celestial Rage: At 3rd level, your rage channels the blinding light of the high sun. While raging, you shed bright light for 20ft and dim light for an additional 20ft. This ability dispels magical darkness.
Additionally, you learn the Sacred Flame cantrip. While raging you may cast this Cantrip using a Bonus Action. Constitution is your spell casting ability for this Cantrip.
Sun Scoured is already very good & powerful, but you've added 2 other very powerful abilities as well making this OP, compared to other barbarian subclasses. Low level barbarians are already awesome you don't need to stack all the best features right at 3rd level. In particular just the ability to dispel any and all magical darkness is FAR too powerful for 3rd level, that's an ability no other class can get until 5th level and even then it is extremely costly - requires an action + a 3rd level spell slot.
These should really be split into two features one at 3rd level the other at 6th level. E.g.
Celestial Rage (3rd level) You learn the Sacred Flame and Light cantrips and can cast them as a bonus action while raging. Constitution is your spell casting ability for these cantrips. While you are Raging, your Light cantrip cannot be dispelled or smothered by magical darkness.
Sun Scoured (6th level) You gain resistance to Fire and Radiant damage.
6th level
Phoenix Fire: Starting at 6th level, you gain the ability to heal yourself by burning your wounds shut. While raging, your abdomen burns like a furnace and produces a pool of healing fire. As an action, you can heal hit points equal to 5 x your Barbarian level. This healing can only be used on yourself, and only while raging. Your healing reserve can be used up all at once, or split between multiple healings. This pool replenishes upon completing a long rest.
This is boring, it's just a nerfed version of Lay on Hands.
10th level
Eyes Of Revealing Light: At 10th level, your eyes take on a heavenly light. You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth (DC equal to 8 + your Constitution modifier + your Proficiency Bonus) a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.
This seems like a really odd combination of stuff, what does see though invisibility have to do with the Sun? Illusion spells usually require checks not saves so that one doesn't really work. And Zone of Truth is pretty niche. I was expecting some ability to blind my enemies as a Sun Warrior, though 10th level is the characteristic "niche utility feature" for most barbarian subclasses which is why most people MC before getting to it. If you want to stick with the utility concept:
Eyes of Revealing Light. (10th level) You can see invisible creatures and objects, and can detect the presence of an illusion by simply looking at them as long as they are within an area of bright light. You can cast Zone of Truth a number of times equal to your Proficiency Bonus using Constitution as your spellcasting ability, you regain all uses at dawn.
or you could go with a combat option:
Blinding Light (10th level) Creatures that fail the save against your Sacred Flame are blinded until the start of your next turn.
14th level
Sun Flare: At 14th level, the same light that fills and guides you also lashes out at your foes. While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier). The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.
This one also feels pretty uninteresting, it is on par with other barbarian subclasses, but that's not necessarily a good thing.