Fighter
Base Class: Fighter

Imbued with the power of the sun, you are a warrior templar of the Solari to defend those in need.

Sunlight

3rd-level Solari Knight feature

When one of your abilities are used on a creature, they are inflicted with Sunlight until the start of your next turn. Sunlight reduces a creatures movement speed by 20 ft until it is consumed or expires. If an ally deals damage to a creature with Sunlight, they deal extra radiant damage equal to 1d8 + your fighter level. Once this damage is dealt, the Sunlight is consumed. A creature cannot take damage from Sunlight more than once per turn.

Blessed by the Sun

3rd-level Solari Knight feature

You can expend a use of this feature to use one of the abilities below. You can use this feature a number of times equal to your Constitution modifier. You regain all uses on a short rest. If an ability requires a saving throw the DC equals 8 + your proficiency bonus + your Constitution modifier. 

Shield of Daybreak: As an action, you strike a creature within 5ft with blinding light, they are afflicted with Sunlight and must make a Wisdom saving throw. On a failure, they are blinded for one minute. They may repeat this saving throw at the end of each turn.

Eclipse: As a bonus action, you gain temporary hit points equal to your Constitution modifier plus your fighter level. Each creature of your choice in a 5ft radius is afflicted with Sunlight.

Zenith Blade: As a bonus action, you project a beam of light from your weapon in a 15ft line, any enemies within the line are afflicted with Sunlight. You teleport to the enemy creature farthest from you in this area and their speed is reduced to 0 until the start of your next turn. If a creature moves within 15ft of your space, you may use this feature as a reaction.

Knight's Vow

7th-level Solari Knight feature

As an action, you may create a bond with an ally you can see for one minute (as if you were concentrating on a spell). During this bond, you receive half of all damage that would have been dealt to them (ignoring resistances). While this feature is active, when Sunlight is consumed by your bonded ally, you regain health equal to half the amount of damage dealt by the Sunlight. You cannot heal from more than one consumption of Sunlight per turn. Once this feature is used, it cannot be used again until after a long rest.

Guardian

7th-level Solari Knight feature

Guardian: You can expend one use of your Blessed by the Sun feature to add 1d8 to an ability check or saving throw. This feature can be used once per short rest.

Solar Flare

10th-level Solari Knight feature

A vertical column of divine light shines down in a location you specify. Each creature in a 15-foot-radius, 40-foot-high cylinder centered on a point within range is inflicted with Sunlight and must make a Wisdom saving throw. On a failure, the creature takes radiant damage equal to 2d8 and is incapacitated until the start of your next turn. On a success, they take half as much damage and are not incapacitated This feature can be used once per long rest.

Ascension

15th-level Solari Knight feature

You gain a bonus to each ability.

Shield of Daybreak: A creature that fails its saving throw has disadvantage on Wisdom saving throws until the start of your next turn.

Eclipse: Now grants advantage on saving throws until the start of your next turn. The benefits of this ability are extended to all allies within a 15 ft radius.

Zenith Blade: The maximum distance is increased by 15 ft for each creature within the area of this ability.

Intimidating Aura

18th-level Solari Knight feature

As a bonus action, you can create an aura to establish your presence for 1 minute. This aura can be used once per long rest.

While the aura is active, all enemies within a 30 ft radius have disadvantage on attack rolls against a target other than you. All allies within a 30 ft radius deal extra radiant damage on their attacks equal to your Constitution modifier.

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Solari Knight (Leona) Image

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