Barbarian
Base Class: Barbarian

(warning: this is some cobbled together dog-scheizer)

Most commonly referred to as a Sunflower by those informed, these warriors are said to be born when the very sun itself grants a blessing, an ounce of it's very Grace, on a newborn, without much in the way of rhyme or reason making itself known.  As that child grows, they'll find themselves imbued with a magical ability,  granting them incredible strength directly in tune with the solar time of every given day from that point forward for the rest of their lives. The vast majority of these Sunflower's have been known to be human in race, though concrete information is scarce, as there has never been more then a couple of living Sunflower's noted at any one point in recorded history.

Dawn

(Available at level 3)

Sunshine

1. DAYTIME

From the times of dawn to dusk, Sunshine grants you the following benefits:

Your figure will grow in size to just under 8 ft. tall,  becoming decidedly muscular and bulky. Your size is now Medium. You'll become very prideful about your strength, to a point of arrogance, some might say not that there opinions matter, of course. Your Strength and Charisma scores increase by 1d4 (from their base scores). Your AC = 10 + your Strength + your Charisma modifier. You have Advantage on all Strength checks and saving throws, as well as resistance to fire and cold damage. You gain 10 feet of movement during the day, ignore the two-handed requirement for all applicable weapons, and you can't be frightened.  You will always know the exact time of the day.

At 8th level, the score modifier becomes 1d4 + 1, and your movement speed is increased by 10 feet.

At 15th level, the score modifier becomes 1d4 + 2, and your movement speed is increased by an additional 10 feet.

Grace Points

Upon every sunrise, you are granted a set amount of Grace Points.  Your Grace can be used to harness the sun's intensity and project it outwards onto your opposition.  You have a number of points equal to half your level (rounded down) +2. 

2. NIGHTTIME

From the hours of dusk to dawn, your status is as follows:

Your height will be just under 4 ft. tall with a scrawny figure to match. Your size is Small.  Your general disposition will be that of (or similar to) an anxious, rather shy creature,  wholly lacking any sense of ego. Generally, it'll often be in your personal interest to hide from fights, and avoid any direct conflict when possible. Your Strength and Charisma scores will decrease by 1d4 (from their base scores). Your AC = 10 + Dexterity modifier. You will automatically have Disadvantage on melee attack rolls and ability checks (aside from Dexterity) during these hours. You'll find nearly every single feature of this class will be defunct, unless explicitly stated otherwise.  You gain the Dodge and Disengage actions during this time befitting for such a feeble stature.

Sun Strike

While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 fire damage + half your barbarian level (rounded down.)  If you attack with a magical weapon that already deals fire damage, the damage dealt by Sun Strike becomes radiant damage instead.  If the weapon is radiant in nature, you may choose between fire and radiant damage for Sun Strike.

At 12th level, the damage becomes 1d8 + half your barbarian level (rounded down.)

Cruel Sun

As a Bonus Action, spend one Grace and create a miniature sun in your hand.  Make a ranged spell attack on a single target within 45 ft. of you. On a successful hit, the target takes 1d12 + 2 fire damage, or spend 2 Grace and roll 2d12 + 4 (+8 to hit).

At 7th level, the damage for this attack becomes 2d12 + 4 fire damage, or spend 2 Grace and roll 3d12 + 6 fire damage.  Range increased to 55 feet.

At 11th level, the damage for this attack becomes 3d12 + 6 fire damage, or spend 2 Grace and roll 4d12 + 8 fire damage.  Range increased to 65 feet.
At 18th level, the damage for this attack becomes 5d12 + 8 fire damage, or spend 2 Grace and roll 7d12 + 10 fire damage.  Range increased to 75 feet.

Daybreak

(Available at level 6)

Inner Sun

During the night, you can focus your mind and create a vision of something truly sublime in your mind. This image is as precious to you as the sun itself, and as such, bestows you with a warmth no different then if it were sunrise. This will allow you to temporarily gain the benefits of Sunshine (Day) for a straight 3 minutes.  Your unspent Grace Points carry over to this form.

At 12th level, the amount of time granted to you is increased to 5 minutes. From this point forward this ability no longer needs to be consecutive in it's usage.  Once per day cycle, you now gain 1 Grace upon use.

At 17th level, the amount of time granted you is increased to 8 minutes.  Once per day cycle, you now gain 2 Grace upon use.

Warmth

While Sunshine (Night) is in effect, you can cup your hands together and form a single floating flame, shedding sunlight for a 25 foot radius and dim light at an additional 20 feet.  This flame can be imparted to a flammable object, but if it is outside your grasp, it loses both it's sunlight and magical properties.

Flash!

As a reaction, if a creature makes an attack roll within your sunlight, you can create a dazzling light, blinding them until the end of their next turn on a failed Constitution saving throw.  Furthermore, any magical darkness within the entire span of your glow will dissolve upon a use of 'Flash! '.

(DC = 10 + Proficiency Bonus + Charisma modifier for this ability.)

Bear in mind, the amount of time you brandish this light draws directly from the time limit for Inner sun, and resets along with it by the next sunrise.  This flame can also be supplemented with your Grace (1 point = to 1 minute).

Pride Flare

As a bonus action, spend one Grace to create a combustion of heat and flame.  Any creature within a 25 foot radius of your form must make a Dexterity saving throw. Creatures take 2d6 fire damage + 1d8 radiant damage on a failed save, and half as much on a successful one.  Spend 2 Grace and the damage becomes 3d6 fire damage + 2d8 radiant damage.

At 9th level, the radius increases to 30 ft.  Roll 3d6 fire damage + 2d8 radiant damage, or spend 2 Grace and roll 4d6 fire damage + 3d8 radiant damage.  The area of the attack becomes an Extreme Heat environment that lasts the following 2 rounds.  You can use a following bonus action to end it sooner.  
Any creatures who find themselves within the area of your Pride Flare must make a Constitution saving throw or gain a level of Exhaustion.  If a creature is wearing heavy armor, they automatically fail this save.
(DC = 8 + Proficiency Bonus + Charisma modifier for this ability.)
At 13th level, the radius increases to 35 ft.  Roll 4d6 fire damage + 2d8 radiant damage, or spend 2 Grace and roll 5d6 fire damage + 4d8 radiant damage.  The Extreme Heat environment now lasts an additional round.

Midday

(Available at level 10)

Super Slash

When you hit a creature with a melee weapon attack, you can use your reaction and expend one Grace point to deal force and radiant damage to the target, in addition to the weapon’s damage.  The extra damage is 2d4 force damage + 1d6 radiant damage for 1 Grace, plus 1d4 force and 1d6 radiant for every extra Grace you spend.

Crazy Prominence

As a bonus action, you can produce a flurry of miniature suns from your body that explode on impact.  Each creature in a 45-foot cone must make a Dexterity saving throw. A creature takes 3d8 fire damage + 1d8 radiant damage on a failed save, or half as much damage on a successful one.  This ability requires 2 Grace Points to use.

(DC = 8 + Proficiency Bonus + Charisma modifier for this ability.)

At 14 level, the damage increases to 4d8 fire damage + 2d8 radiant damage, or spend 1 extra Grace and roll 5d8 fire damage + 3d6 radiant damage.  Range is increased to 55 feet.

At 18th level, the damage increases to 5d8 fire damage + 3d8 radiant damage, or spend 1 extra Grace and roll 6d8 fire damage + 5d6 radiant damage.  Range is increased to 65 feet.

High Noon

(Available at level 14)

The One. 

Simply put, it represents the zenith of your ability, and a feat of might that lies dormant within every single Sunflower that has ever been.

Requiring your full action to use, once entered, you gain the following benefits:

For this and the following 4 turns of combat, your body will grow to compensate the full weight of what Sunshine.  Reaching just over 12 ft. tall, becoming obscenely muscular and bulky, your form will be en-wreathed with brilliant white flames. Your size is now Large with your melee range reaching 10 feet. Your Strength and Charisma scores increase by 1d6 + 6 (from their base scores, this overrides any ability score limitations.) Your AC = 15 + your Strength modifier + your Constitution modifier + your Charisma modifier. Additionally, you gain resistance to radiant and force damage.

You gain all the benefits you would have during your Rage for the duration of The One.  If The One is entered during an active Rage cycle, it will be carried through the full term of The One, and then end.

This can only be activated at around midday (~11am-1pm.)

Passives

*Prominence: The blinded, exhaustion, grappled, and restrained conditions affecting you before or during The One are made void. If these effects would persist by the time The One ends, you are still subject to them. 

*Presence: The immediate area around you becomes an Extreme Heat environment, and any creatures within your melee range must make a Constitution saving throw, gaining 1 level of Exhaustion on a failed throw.  If a creature is wearing heavy armor, they automatically gain 1 level of Exhaustion.  Any magical darkness within 50 feet of you will dissipate.

(DC = 5 + Proficiency Bonus + Charisma modifier for this ability.)

*Pressure: Your figure exudes pure, shimmering sunlight, and as such when a creature hits you with a melee attack, the attacker takes 1d4 fire damage + 1d4 radiant damage.

You can use a Bonus Action to perform 1 of 3 special unarmed strikes (+15 to hit):

Divine Sword 『___ 』: 1d12 slashing damage + 2d6 force damage + 3d4 radiant damage

Divine Lance 『___ 』: 1d12 piercing damage + 2d6 force damage + 3d4 radiant damage

Divine Maul 『___ 』: 1d12 bludgeoning damage + 2d6 force damage + 3d4 radiant damage

If you successfully hit the target, they need to make a Constitution saving throw or be stunned until the end of their next turn.

(DC = 6 + Proficiency Bonus + Charisma modifier for this ability.)

After leaving The One, you may continue fighting as you would normally, but upon the following dusk, you will be unable to access this ability again for 8 days, the minimum time required to build up the fortitude needed to bear such staggering power.

At 17th level, you can now enter The One every 5 days for 7 turns. The damage for the unarmed strike increases to 1d12 s/p/b + 3d6 force damage + 4d4 radiant damage.

At 20th level, you can now enter The One every 2 days for an entire minute. The damage for the unarmed strike increases to 1d12 s/p/b + 4d6 force damage + 6d4 radiant damage.

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