Fighter
Base Class: Fighter

The Sunspot archetype focus on honing their skills gifted them from the sun gods, Eurhelles, and Eurstreich. While many worshipers of these gods become light clerics, Sunspots focus on the chaotic heat of the sun. Sunspots can be described as using the fire from the sun to destroy their enemies while in battle.

Bright Metal

Beginning when you choose this archetype at 3rd level, you can use a bonus action to touch any piece of metal and cause it to shed a bright light in 30 foot sphere for one minute. This light can penetrate any type of magical darkness. This feature can be used a number of times equal to your Wisdom modifier.

Burning Blade

At 7th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 13th level, the extra damage increases to 2d8. 

Blinding Light

At 10th level when you use your bonus action to use your Bright Metal ability, you can choose for the metal to release a blinding light. While the Blinding Light ability applies all creatures within 30ft of you must make a WIS save against your blinding light save DC. If the save fails the creature is blinded for 1d4+WIS modifier turns.

BLINDING SAVE DC= 8 + proficiency bonus + Wisdom Modifier

Blessing of the Sun Gods

At 15th level, you attain the blessing granted upon you from the Sun Gods. When an ally within 40ft of you makes a successful hit on a creature you can use a reaction to turn the attack into a critical hit. When the ally deals the damage from the attack, your ally gains temporary hit points equal to 2d10 plus three times your proficiency bonus. Once this ability is used you gain a point of exhaustion. You can use this ability twice per long rest.

Solar Flare

At 18th level you gain the ability to expel a blast of burning radiant energy from yourself. As a bonus action you activate this ability for 3 rounds, or until you end it as a bonus action. During it, you shed bright light in a 30ft radius and dim light for additional 30ft. At the end of each of your turns,  each creature within 30ft of you takes 6d10 radiant damage. While activated at the end of each of your turns you take half of the damage each creature within the radius took.

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