Homebrew Solari Species Details
Solari resemble humans, for the most part, their size and physique depend on the time of the day. During the night, a solari is only about 5 feet in height and visibly scrawny, and may appear to be a human child. After dawn, a solari grows to more than double their height, and becomes visibly muscular. During the day, a solari can pass for an extremely large and muscular adult or can be compared to the size of an Ogre.
Solari Traits
Human-like creatures born from the sun, who are strengthened during the day and weakened at night.Language
You can speak, read and write Common and your choice of Celestial or the Primordial dialect of Ignan.
Ability Score Increase
Your Strength, Constitution, and Charisma scores each increase by 1
Age
A solari reaches adulthood in their early teens, and are said to be able to live as long as the sun graces the land with its light.
Alignment
The alienation a Solari experiences; breeds independence. They tend to value personal freedom, which leans them toward the chaotic alignment. However most of them are typically of good alignment.
Size
A Solari's size and weight vary greatly with the sun cycle. Your size is either Medium or Large depending on your Dual Nature trait. (what time of day it is will determine how big you are.)
| Race | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Solari | 9' 10" | +2d12 | 155 | x2d6 |
When you are at full size during the day, you gain bonus proficiency and expertise in Athletics, but extreme disadvantage in stealth. When you are at full size during the day, you gain bonus proficiency and expertise in Athletics, but extreme disadvantage in stealth. As well as during the night, whatever your Athletics increase is, it is negative when calculating.
Speed
Your base walking speed is either 25 or 35 feet depending on your Dual Nature trait.
Dual Nature
After dusk and before dawn you experience the following effects:
- your height is reduced by 1/2
- your weight is reduced by 3/4
- your base walking speed is reduced to 25 feet
- your size becomes Medium.
- your strength score becomes 7
- your constitution score becomes 7
After dawn and before dusk you return to normal.
Sunshine
While in an area of bright sunlight, or after dawn but before dusk, you have the following benefits:
- You have advantage on Strength ability checks.
- You have advantage on Strength and Constitution saving throws.
- You have advantage on saving throws against being frightened.
- The area in a 10-foot radius around you cannot be affected by darkness, magical or otherwise.
In addition, you are able to use your Sun Strike and Cruel Sun traits if they are available.
Sun Strike
While under the effect of "Sunshine"; you may cast Branding Smite at 3rd level. You must complete a short or long rest before you can use Sun Strike again.
Cruel Sun
As a bonus action, you can force creatures in a 15-foot radius around you to make a constitution saving throw as if under the the effects of Extreme Heat (as described in chapter 5 of the Dungeon Master's Guide) until the start of your next turn. You must complete a short or long rest before you can use Cruel Sun again. Additionally, you can chose to throw the conjured sun up to 30 ft as an action. Doing so will force creatures within 15ft of the targeted area to make another constitution saving throw. On failure, the creature will take damage equal to 1d4 plus your spellcasting ability modifier. On success, they will take half damage.
Starting at level 6, you may use this ability 1 + Constitution modifier (minimum of 1) time(s) per short or long rest.
Extreme Heat
When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
Night
While in darkness, or after dusk but before dawn, you have disadvantage on attack rolls, ability checks, and saving throws.
In addition, you cannot use your Sun Strike and Cruel Sun traits.
Heat Proof
The Solari are by nature; immune to heat and light. This grants you immunity to fire, as well as advantage on saving throws from blinding effects caused by light.
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