Base Class: Ranger
This subclass is from Illiana's "A Series Of Stars" on GM Binder
Unlike many of their ranger peers who deign to skulk among the shadows, those that reside in the Sun Striker conclave seek to audaciously purge their foes with the ferocious power of the sun. Emulating the great and powerful solars who wield devastating strength alongside powerful celestial magic and weapons, these hunters smite their enemies while coordinating well with any potential allies. These beings thrive in tenebrous environments, bringing the radiant light of day to bear upon any hostile creatures which reside within these spaces.
Sun Striker Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sun Striker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3rd | faerie fire |
| 5th | flaming sphere |
| 9th | daylight |
| 13th | fire shield |
| 17th | wall of light |
Radiant Font
At 3rd level, you possess a cache of brilliant energy within yourself. This is represented by your Solar Might dice, which are each a d8. You have a number of these dice equal to your proficiency bonus + your Wisdom modifier (minimum of 1), and are used in various ways, which are detailed below:
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Lightbringer. You can expend 1 of your Solar Might dice and cast one of the following cantrips: dancing lights, light, or sacred flame.
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Touch of the Dawn. When a creature within 60 feet of you that you can see regains hit points from a spell or other magical effect, you can use your reaction to expend 1 of your Solar Might die, rolling it and adding the amount to the amount of hit points that the creature regains.
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Striking Zenith. Once on each of your turns, immediately after you hit a target within 60 feet of you with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, rolling it and dealing fire or radiant damage (your choice) to the target equal to the number rolled.You regain all your expended Solar Might dice when you finish a long rest.
Lightbringer
You can expend 1 of your Solar Might dice and cast one of the following cantrips: dancing lights, light, or sacred flame.
Touch of the Dawn
When a creature within 60 feet of you that you can see regains hit points from a spell or other magical effect, you can use your reaction to expend 1 of your Solar Might die, rolling it and adding the amount to the amount of hit points that the creature regains.
Zenith Strike
Once on each of your turns, immediately after you hit a target within 60 feet of you with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, rolling it and dealing fire or radiant damage (your choice) to the target equal to the number rolled.
Illumination
Starting at 7th level, your alignment with the relentless and rejuvenating ferocity of the sun allows you to regain any expended Solar Might dice when you finish a short rest.
Once you regain Solar Might dice in this way, you can't do so again until you finish a long rest.
Solar Mastery
At 11th level, you gain additional ways in which you can use your Solar Might dice, detailed below:
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Solar Rays. Once on each of your turns, when you take the Attack action, you can expend up to 2 Solar Might dice, making a number of additional attacks equal to the number of Solar Might dice you expend. These attacks deal fire or radiant damage (your choice), instead of the damage type they normally would.
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Sun Spot. Once on each of your turns, immediately after you hit a target within 30 feet of you with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, forcing the target to make a Constitution saving throw against your ranger spell save DC or become blinded until the start of your next turn.
Brilliant Weaponry
Upon reaching 15th level, all weapons that you wield are considered magical, you create ammo when attacking with a ranged weapon, and your weapons are a spellcasting focus for your ranger spells. You can also use a bonus action to cause your weapons to shed bright light in a 5-foot radius and dim light for an additional 10 feet until you use this feature again or the weapon is more than 5 feet away from you.
Additionally, you no longer expend your Solar Might dice to use Zenith Strike from your Radiant Font feature.
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