Base Class: Fighter
Whenever you choose this martial archetype at 3rd level, you are expected to undergo a ritual granting you abilities tied to the sun. Even though this is usually a religious ritual, it doesn't mean you have to devote yourself to the sun or to the religious sect that performed the ritual.
Hot Blooded/Solar Powered
At 3rd level, the ritual that you participated in to get your powers made your body warm to the touch. You seem to have gotten use to extreme temperatures. You can channel the power of the sun, causing you to gain some powers such as emitting light, catching your weapon on fire, and raising your fortitude.
You gain resistance to fire, as well as advantage against saving throws against that damage condition.
Furthermore, you can channel the power of the sun a proficiency bonus amount of times as a bonus action, the duration of the channeling lasts 1 minute, and you regain all channeling slots whenever you finish a long rest. During channeling, you emit bright light in a 10 ft (3.05 m) radius, your weapon is coated in flames, and your attacks now deal fire damage. Whenever channeling the power of the sun, you gain THP = Constitution modifier + Proficiency modifier.
Searing Critical
At 7th level, you know when to use your flames in the most critical times to cause the most pain or inconvenience. Your enemies might not see it coming.
On a critical hit, you deal an extra d10 fire damage to the selected enemy, and make them roll a constitution save. A failure means they are blinded by your flames until the end of your next turn. The Save DC for this is: 8 + Proficiency Bonus + Constitution Modifier. The selected creature has disadvantage on this check if your sun powers are channeled.
Warmth of the Soul
At 10 level, your flames have adjusted to help your allies in tough times, allowing them to even cheat death.
When an ally drops to OHP within 30 ft of yourself, you may use your reaction to use your Second Wind ability to prevent them from falling. Heal them for 1 HP and give them 1d10 + Fighter level in THP. Gain a second use of Second Wind.
Improved Solar Powered/Searing Critical
At 15th level, you now have the ability to keep the flames on your weapon at all times. Your critical hits also increase in power.
You can wreathe your weapon in flames at will, dealing an extra 1d10 fire damage. As an action, you can refresh the THP you get from Solar Powered, as well as granting it to an ally, for the cost of a channeling slot.
When you critical hit a target, you deal an extra 1d10 radiant damage, and the target automatically fails the constitution save to be blinded.
Improved Warmth of the Soul
At 18th level, your healing flames can reach allies further away, and become more powerful.
Warmth of Soul now extends out to a 120 ft (18.29 m) radius. When an ally drops to 0HP, you may use your reaction to use your Second Wind ability to prevent them from falling. Heal them for 1d10 + Fighter level. Grant all allies THP= Constitution Modifier + Proficiency Modifier, as well.
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