Barbarian
Base Class: Barbarian

Barbarians that follow this path have been touched, in some way, by the power of a star or some deity or entity connected to one. Sunbreakers are individuals similar to the very stars their powers come from: they exude the lovely and comfortable warmth of the sun, supporting their allies and making themselves the target to hit rather than their squishy companions; but they can also channel the sun’s singing and scorching heat, its destructive and devastating capabilities to demolish everything and everyone in their way.

Warriors that walk this path often are, very much pun intended, fiery tempered: restoring their allies’ strength one moment, and, but a moment later, striking with the fury of undying suns.

Sunbreaker's Flare

When you choose this path at 3rd level, when you rage, you may wreathe yourself in destructive solar flares. When you do so, you conjure weapons made of raw radiant flames into your hand, choosing between the Devastator Maul or the Hammers of Sol (toggle in the character sheet). Regardless of your choice, while raging, you gain the following benefits:

  • You gain resistance to radiant damage.
  • You shed bright light in a 20-foot radius and dim light in an additional 20 feet.
  • Once on each of your turns, when you deal damage to a creature, you may choose to singe it. It has disadvantage on any attack roll that isn’t against you until the beginning of your next turn.
Devastator Maul

You conjure a flaming maul made of pure radiance to your hands. It’s a weapon with the statistics of a maul that deals radiant damage instead of bludgeoning. If you are disarmed of this weapon or simply drop it, it reappears on your hands at the beginning of your next turn; and attacks with this weapon deal double damage to objects and structures.

Additionally, as part of a short rest, you may spend an hour performing a ritual to transfer the properties of a magical maul onto your Devastator Maul, gaining all of its properties with the exception that it always deals radiant damage. Your Devastator Maul can hold the properties of up to one magical weapon at a time, and while your Devastator Maul has the properties of a magical weapon, said magical weapon becomes nonmagical.

Hammers of Sol

You conjure a two flaming light hammers made of pure radiance to your hands. They are two weapons with the statistics of two light hammers, with the exception that they deal radiant damage instead of bludgeoning. If you throw one of the hammers as part of an attack, a new one immediately appears in your hand whether the attack hits or misses, you add your rage damage bonus to all attacks made with the hammers, not just melee; and when you attack with one of the hammers as a bonus action, you can add your ability modifier to the damage.

Additionally, as part of a short rest, you may spend an hour performing a ritual to transfer the properties of a magical light hammer onto your Hammers of Sol, both of which gain all of its properties with the exception that they always deal radiant damage. Your Hammers of Sol can hold the properties of up to one magical weapon at a time, and while your Hammers of Sol have the properties of a magical weapon, said magical weapon becomes nonmagical.

Fiery Tempered

Also at 3rd level, your very personality exudes the warmth of stars, both for being welcoming and for the opposite. Whenever you make a Charisma (Intimidation) check or a Charisma (Persuasion) check, you may grant yourself advantage on the roll (no action required).

You may use this feature once, gaining the ability to do so again when you finish a short or long rest.

Sunspots

Starting at 6th level, you can create temporary pyres of flaming radiance when needed. Whenever you rage or you reduce a creature to 0 hit points, you may create a Sunspot on your space, which last for 1 minute. Sunspots are Medium sized fiery columns of radiant flames that shed orange bright light in a 20-foot radius and dim light for an additional 20 feet.

While you are standing on a Sunspot, you gain immunity to radiant damage and resistance to fire damage. Additionally, whenever a creature (including you) starts its turn on a Sunspot or within 5 feet of one, you may cause one of the following effects:

  • The creature gains temporary hit points equal to your barbarian level.
  • The creature takes radiant damage equal to your barbarian level.

Alternatively, you may create a Sunspot on your space as a bonus action, rather than through raging or reducing a creature to 0 hit points. You may do so once, gaining the ability to do so again when you finish a short or long rest.

Roaring Sol

At 10th level, as a bonus action on your turn, you can unleash the full power of the sun within you, wreathing those around you in radiant flames. Allied creatures within 15 feet of you gain a bonus to their AC equal to half your Constitution modifier (rounded up), and the first time they deal damage on each of their turns, they deal an additional 1d6 radiant damage. These benefits last for a number of rounds equal to half your Constitution modifier (rounded up).

Additionally, hostile creatures must succeed on a Constitution saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or be pulled 15 feet closer to you and take radiant damage equal to twice your barbarian level, only taking half as much damage on a successful save.

You can use this feature once, regaining the ability to use it again when you finish a short or long rest.

Aspect of the Burning Warrior

When you reach 14th level, your radiant flare is at its most powerful, allowing you to harness its might for either the benefit of your allies or the detriment of your foes. Whenever you rage, choose between Hearth or Inferno:

  • Hearth: You emanate an aura of soothing restoration. At the beginning of your turn, creatures of your choice within 15 feet of you regain hit points equal to half your barbarian level (rounded down) + your Constitution modifier.
  • Inferno: Once per turn, when you hit a creature with an attack, you may cause a flaming explosion. The creature takes 2d6 radiant damage, and any creature within 5 feet of it except for you must make a Dexterity saving throw or take the as much damage.

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