Base Class: Barbarian
Every barbarian learns to harness the darkness inside them into a state of unbridled fury. For some of them, that darkness is a bit more literal than others. But Brilliant Brawlers reject the darkness, instead rejoicing in the fight. This jubilee causes the barbarian to release their inner light, more literally than most. Some have motes of light floating around them, some appear as if on fire, others' skin begins to glow like the sun.
If an ability requires a saving throw, the DC is equal to 8 + your Wisdom modifier + your proficiency bonus.
Dazzling Miasma
At 3rd level, Brilliant Brawlers learn to harness their inner light, shining like the sun whenever they enter their rage While you rage, creatures who end their turns within 10 feet of you must succeed on a Constitution saving throw or take radiant damage equal to half your of barbarian level, rounded down, and be blinded until the start of their next turn. On a successful save, a creature takes half as much damage, and cannot be blinded by this ability for the next minute.
Luminous Body
Starting at 6th level, you've stores enough light in your body to ease in purging harmful influences from your body; you have resistance to poison damage and advantage on saving throws against being charmed or poisoned.
Bright Reflection
At 10th level, Brilliant Brawlers become so flooded with light that they can reflect certain magical effects with their bare skin. If you are chosen as the target of a spell or other magical ability, you may use your reaction to choose a new target for the spell within 30 feet of you. You can use this feature a number of times equal ro your proficiency bonus, and tou regain any expended uses when you finish a short or long rest.
Blazing Sunburst
At 14th level, Brilliant Brawlers gain the ability to release all of their trapped light in one devastating blast. While you're raging, as an action, you can end your rage to force every creature but you within a 60 foot radius sphere, centered on yourself, to make a Dexterity saving throw. A target takes 20d6 radiant damage and is blinded for a minute on a failed save. A creature blinded by this ablility can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, a creature takes half as much damage and isn't blinded.
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