Fighter
Base Class: Fighter

Fearless warriors bathed in the radiance of the Sun, those trained in this archetype channel radiant energy derived from sunlight into their attacks and defenses. You have been blessed by the sun and have become a creature of radiance. Drawing your power from their own prideful nature, and from the power of the Sun for the Sun is the greatest symbol of pride in nature, being the center of all things, shining over the world with powerful radiance. Nothing can hide under the Sun's watchful eye, no one can stand against its power, or even turn its gaze towards it. As living conduits of the Sun, these warriors can imbue themselves with radiant damage or defend themselves in a shroud of light. Whether in the thick of the fight or from a distance you are Suntouched. Light is a part of you, and you can wield its magic to bring comforting luminescence or summon blazing destruction, the Suntouched strive to be the beacon that cuts through the darkness.

SunTouched Power

3rd-level SunTouched Warrior feature

You harbor a wellspring of the Sun’s energy within yourself. Starting at 3rd level, you can now channel this radiant power to augment your prowess in combat. 

Radiant Mantle. When you take damage, you can use your reaction and roll a d10 plus your Charisma modifier (minimum of 1) and reduce the damage taken, as you create a radiant shield of pure sunlight. When you reach 10th level in this class, the die changes to a d12

SunTouched Strike. You can radiate your weapons with burning force. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d6 plus your Charisma modifier in radiant damage to that target. When you reach 10th level in this class, the radiant damage increases to 1d10.

The Sun's Might

3rd-level SunTouched Warrior feature

Starting at 3rd level, the radiant energy in your body begins to influence your mind and soul. You feel more confident, more energetic, and those around you cannot help but feel inspired. You gain proficiency in the Persuasion skill if you don’t already have it.

In addition, you can increase your own physical strength temporarily. As an action for the next 10 minutes, you can add your Charisma modifier to your ability checks and/or saving throws that use Strength or Constitution; This also allows you to also carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet. Once you take this action, you can’t do so again until you finish a short rest.

Strength of the Sun

7th-level SunTouched Warrior feature

At the 7th level you have mastered new ways to unleash your abilities, detailed below.

SunStream. As a bonus action, you can create an aura of pure sunlight in a 5-foot radius allowing you to lift off the ground. You gain a flying speed equal to twice your walking speed until the end of your turn. 

Solar Flare. As a bonus action, you can lash out at a creature you can see within 20 feet of you with the sun's fury. The target must make a Strength saving throw against a DC equal to 8 + your proficiency modifier + your Charisma modifier. On a failed save, the target takes radiant damage equal to 3d8 plus your Charisma modifier and is forcefully moved 15 feet in any direction horizontally. On a successful save, it takes half as much damage and isn't moved.

You can use either of one of these features a number of times equal to Proficiency modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Sunlit Beacon

10th-level SunTouched Warrior feature

You can shield yourself and others with illuminating light. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Charisma modifier (minimum of one creature).  Each of the chosen creatures gain temporary hit points equal to your Fighter level and is protected by half cover for 1 minute or until you’re incapacitated.

Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature.

Coalescence

15th-level SunTouched Warrior feature

Starting at 15th level, your ability to bring forth the Sun's radiance is unseen and only matched by few. Once on each of your turns, when you hit a creature with a weapon attack, you can also deal 5d10 radiant damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save the target becomes blinded, and it suffers disadvantage on the next saving throw against this target before the end of your next turn. The target only suffers half damage on a successful save.

You can use this feature a number of times equal to your Charisma modifier (minimum of one), and you regain all expended uses when you finish a long rest.

Eclipse

18th-level SunTouched Warrior feature

At 18th level, the power of your Sun suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated.

  • At the start of each of your turns, you regain 10 hit points.
  • Your walking speed increases by 10 feet

Once you activate this feature, you can't use it again until you finish a long rest.

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