Fighter
Base Class: Fighter

In the heart of the desert, there exists a sect of warriors who have learned to embrace the radiance of the Sun. Through prolonged exposure, mystical rituals, and divine communion, these warriors have imbued their hearts with the terrifying light of the Sun. Once mastered, this technique allows them to become a beacon of light for their allies and a burning weapon to sear their foes.

Credit: u/KingJagRPG

Solar Conduit

At 3rd level, you have learned to channel the power of the Sun into your form to empower your body and soul. You now have access to a number of Solar Aspects equal to your Constitution modifier. These aspects work in tandem with some of your other Solaris features.

If one of your Solar Aspect features requires a saving throw, your save DC equals 8 + your proficiency bonus + your constitution modifier.

You regain all your expended Solar Aspects when you finish a long rest.

Flame of the Heavens

At 3rd Level, you can choose to have any melee weapon attack deal fire damage. Additionally, you can expend one Solar Aspect to replace one of your attacks to unleash a torrent of solar flame in a line 30ft long, 5ft wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Solar Warmth

At 7th Level, your body radiates the energy of the great divine Sun. You have proficiency in Intimidation and Persuasion. If you already have proficiency, you instead double your proficiency bonus. Additionally, when rolling to heal from your Second Wind feature, you can forgo healing yourself to instead heal any target of your choice within a 15ft radius.

Expertise: Intimidation

You gain expertise in Intimidation if you already have proficiency in Intimidation.

Expertise: Persuasion

You gain expertise in Persuasion if you already have proficiency in Persuasion.

Proficiency: Intimidation

You gain proficiency in Intimidation.

Proficiency: Persuasion

You gain proficiency in Persuasion.

One with the Heavens

At 10th Level, your body has evolved to accept the energy of the heavens. You gain resistance to Radiant damage. As an action, you can call down searing fire at a point within 120ft. Any target within 20ft of that point must make a Constitution saving throw or take 6d8 radiant damage and be blinded. On a successful save, they take half as much damage and aren't blinded. This ability can be used once per long rest.

Touch of the Sky

At 15th Level, you've learned to share a part of your solar flame to empower your allies. As an action, you can touch a willing creature and expend a use of your Solar Aspect to grant them one of the following benefits: cure one disease or poison, remove one level of Madness or Exhaustion, grant the effects of the spell Enhance Ability, regrow a limb or fix a permanent injury, or grant a skill proficiency you are proficient with for the next 24 hours. A target can only gain the benefit of one Solar Aspect every 24 hours and after so can't be affected again until another 24 hours passes.

Divine Ascendance

At 18th Level, you've learned to open your heart as a conduit for the divine wrath of the Sun. As an action, you can transform into an avatar of the heavens and gain the following benefits for the next minute:

  • You gain a flying speed equal to 60ft.
  • Your Flame of the Heavens special attack no longer requires the use of a Solar Aspect.
  • All of your melee attacks deal an additional 3d6 radiant damage.
  • You gain one casing of the spell Sunbeam at 6th level, DC 17.
  • You gain three casting of Cure Wounds at 4th level. The target is also freed from any curse, disease, poison, blindness, or deafness.

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

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