Base Class: Fighter
An ancient power handed down, Sunshine, is a great power that harnesses the strength of the sun granting the user increased power. The sun grants the wielder more strength while the night time weakens the wielder's health.
Power of Sunshine
As the sun rises the wielder of sunshine's physical strength increases and as night falls his constitution suffers.
Daytime: During the day at all time you have advantage on constitution ability checks and saving throws. You also have advantage on intimidation while the sun is in the sky.
Morning: During the morning your bonus to strength is increased by 1. (Sunrise to 10:00 AM)
Noon: During noon your bonus to strength is increased by 3. (10:01 AM to 4:00 PM)
Afternoon: During the afternoon your strength is increased by 1. (4:01 PM to Sunset)
Night: During the night at all time the player has a -2 to constitution and disadvantage on constitution saving throws and ability checks.
Spellcasting.
Starting at 3rd level you gain the ability to use a small amount of the Sun's magical power. Refer to Sun's Magic for the spell slot chart.
Sun's Magic
Restriction: Only available when the sun is visible in the sky.
At 7th level you are able to harness the magical power of the sun and use it to cast spells.
Spellcasting:
|
Fighter Level |
Cantrip Known |
Spells Known |
1st Slots |
2nd Slots |
3rd Slots |
4th Slots |
5th Slots |
6th Slots |
7th Slots |
8th Slots |
9th Slots |
|
3rd |
1 |
3 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
4th |
1 |
3 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
5th |
1 |
3 |
3 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
6th |
2 |
3 |
3 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
7th |
2 |
5 |
3 |
2 |
2 |
1 |
0 |
0 |
0 |
0 |
0 |
|
8th |
2 |
5 |
3 |
2 |
2 |
2 |
0 |
0 |
0 |
0 |
0 |
|
9th |
2 |
6 |
3 |
3 |
3 |
2 |
1 |
0 |
0 |
0 |
0 |
|
10th |
3 |
6 |
3 |
3 |
3 |
2 |
1 |
0 |
0 |
0 |
0 |
|
11th |
3 |
7 |
3 |
3 |
3 |
2 |
1 |
0 |
0 |
0 |
0 |
|
12th |
3 |
7 |
3 |
3 |
3 |
2 |
2 |
0 |
0 |
0 |
0 |
|
13th |
3 |
8 |
3 |
3 |
3 |
2 |
2 |
0 |
0 |
0 |
0 |
|
14th |
3 |
8 |
3 |
3 |
3 |
2 |
2 |
1 |
0 |
0 |
0 |
|
15th |
3 |
9 |
3 |
3 |
3 |
2 |
2 |
1 |
0 |
0 |
0 |
|
16th |
3 |
9 |
3 |
3 |
3 |
3 |
3 |
1 |
0 |
0 |
0 |
|
17th |
3 |
10 |
3 |
3 |
3 |
3 |
3 |
1 |
0 |
0 |
0 |
|
18th |
3 |
10 |
3 |
3 |
3 |
3 |
3 |
1 |
0 |
0 |
0 |
|
19th |
3 |
11 |
3 |
3 |
3 |
3 |
3 |
2 |
0 |
0 |
0 |
|
20th |
3 |
12 |
3 |
3 |
3 |
3 |
3 |
2 |
0 |
0 |
0 |
Harness the Sun
Beginning at 10th level, you gain the ability to harness the power of the sun itself. You learn a unquie spell that uses the heat of the sun to scorch anybody in it's path. You also gain the ability to bring daylight to the night.
Sun's Champion
Beginning at 15th level, the sun chooses you as it's champion granting you even greater strength in the daylight.
Morning: During the morning your bonus to strength is increased by 3. (Sunrise to 10:00 AM)
Noon: During noon your bonus to strength is increased by 5. (10:01 AM to 4:00 PM)
Afternoon: During the afternoon your strength is increased by 3. (4:01 PM to Sunset)
The One
Beginning at 18th level, At high noon when the sun reaches it's peak in the sky for 1 hour you gain extraordinary powers. You become the incarnation of power itself as your size grows. You gain the following benefits:
The Sun's Champion All melee attacks done to you deal half damage. You gain advantage on constitution and strength saving throws.
Sun's Strike You can use a bonus action to add a extra 1d8 fire damage to any melee weapon attack, also your strength is increased by 5 for the duration of The One.
Previous Versions
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