Fighter
Base Class: Fighter

Designed by Israel Moreira - Spelljammer's Guide to the Galaxy


You have been branded by the pure radiance of a sun, and bear the mark of the solar wind. Whether you were born with the mark or received it only recently, it alights in response to your growing skill, and gives you a burning vision—it will become your mission, willing or not, to defend solar systems from the encroachment of aberrant threats, such as beholders and mind flayers, as a knight of the solar wind.

Solar Crest

A glowing sun-brand appears somewhere on your upper body, which can be seen through equipment you’re wearing. You can hide your brand on your turn (no action required), which lasts until you lose your concentration (as if you were concentrating on a spell) or until you use another Solar Knight feature.

Sunburst Form

You can use a bonus action to enter your sunburst form, which lasts for 1 minute. When you do, you can instantly don a set of armor you touch that isn’t being worn by another creature, which appears around you. While in this form, you gain the following benefits:

• You radiate bright light in a 40-foot radius and dim light 40 feet beyond that. A creature in the bright light has half cover against attacks and effects from Aberrations.

• Your weapon attacks deal an extra 1d6 fire damage on a hit.

• You have resistance to fire and psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Swords of Revealing Light

While your brand isn’t hidden, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. While in your sunburst form, you have advantage on mental saving throws. If a creature forces you to make one of those saving throws, you know if that creature is an Aberration.

Crowning Light

You can use your sunburst form an unlimited number of times, and it lasts until you use a bonus action to end it. While it lasts, you gain a flying speed equal to your walking speed.

Sunspots

As an action, you can thrust a weapon down and cause columns of radiant fire to erupt from six points you can see within 60 feet of you. Each creature in a 10-foot radius, 100-foot tall cylinder centred on each point must make a Constitution saving throw (DC equal to 13 + your proficiency bonus). On a failure, a creature takes 3d6 fire damage and 3d6 radiant damage and is blinded until the end of your next turn. On a success, a creature takes half as much damage and isn’t blinded.

A creature in the area of more than one fiery pillar is affected only once. If one or more pillars erupt from the same point, the fire and radiant damage of those pillars increases by 1d6 for each pillar erupting from that point.

Once you use this feature, you can’t do so again until you finish a long rest

Eclipse Form

When you enter your sunburst form, you can eclipse yourself for 1 minute, empowering the form. Tendrils of faint light that seem to stretch forever stream into your back turning all light within 1 mile of you into magical dim light. While it lasts, you gain the following benefits:

• A creature in the dim light has advantage on saving throws imposed by Aberrations and half cover against their attacks.

• Your sunburst form’s extra fire damage increases to 2d6. You can make weapon attacks against any creature you can see in the dim light, regardless of the attack’s normal reach or range.

• You have immunity to fire and psychic damage.

• When a creature you can see in the dim light makes an attack, you can use your reaction to impose disadvantage on the attack. A creature that can’t be blinded is immune to this effect.

Once you use this feature, you can’t do so again until you finish a long rest.

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