Base Class: Cleric
Clerics which pledge their loyalty to this singular religion
of the sun must relinquish all other pantheons and deities;
the Sun Above accepts nothing less than total devotion. To
the avia-ra, and numerous other ancient cultures, the sun
is the ultimate force of creation and destruction, an entity
that banishes the darkness of ignorance and exposes the
world in stark contrasts: light and shadow, day and night,
good and evil. The Sun Above demands that its devotees
spread its message to the stars, such that all worship be
focused to it.
Though there are many stars, there is but one Sun
Above: The Sepulcher Star. To hear the avia-ra tell it,
they have always worshiped this star, even before they
discovered it at the center of the galaxy. Today, the star is
a site of pilgrimage visited by all true believers, who gaze
upon its magnificent rays from the windows of the Solar
Citadel.
Unarmored Defense
Starting at 1st level, your faith in the Sun Above shields
you from harm. While you are wearing no armor and not
wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Emissary of the Sun
Also at 1st level, you gain proficiency with the avia-ra
sunstaff, laser halfsword, laser sword, photonic lash, and
thermal lance.
Additionally, you can use your Dexterity instead of
Strength for your melee weapon attacks and damage rolls.
This feature only applies to weapons you are proficient
with that lack the Heavy property.
Channel Divinity: Mark of Judgment
Starting at 2nd level, as a bonus action, you can present
your holy symbol and use your Channel Divinity to brand
a creature that you can see within 60 feet with an ancient
mark, condemning them to receive the absolute judgment
of the Sun Above. For 1 minute, the target can’t take
the Hide action, as it is followed by an uncanny light.
Additionally, you deal an extra 1d6 radiant damage to the
target whenever you hit it with a weapon attack.
Apologist
By 6th level, you have attained the much-coveted rank of
Apologist within the faith, and are tasked with carrying
the message of the Sun to all who will listen and banishing
those who would obscure this message. Whenever you
make a Charisma check, you can add your Wisdom
modifier to the roll.
Additionally, you can bend non-believers before
the Sun’s authority. When you roll initiative and aren't
surprised, you can choose one creature you can see within
60 feet to make a Wisdom saving throw, opposed by your
spell save DC. On a failed save, that creature has a penalty equal to your Wisdom modifier to its AC and attack rolls
for the first round of combat.
Divine Strike
Starting at 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of your
turns when you hit a creature with a weapon attack, you
can cause the attack to deal an extra 1d8 radiant damage
to the target. When you reach 14th level, the extra damage
increases to 2d8.
Solar Zenith
At 17th level, you can feel the sun’s majesty at your
fingertips and can summon it in immense waves. You
learn the spell sunbeam, and it counts as a cleric spell for
you. Sunbeam is always prepared for you, and doesn't
count against your number of prepared spells.
Additionally, as an action on your turn, you can fill
yourself with the luminous wrath of the Sun Above. You
can cast sunbeam as an 8th level spell without expending
a spell slot. When you cast the spell in this way, you
regain hit points equal to your Wisdom modifier at the
start of each of your turns if you have no more than half of
your hit points left. You can't lose your concentration on
this casting of sunbeam as a result of taking damage. Once
you use this ability, you can’t use it again until you finish
a long rest.
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