Base Class: Barbarian
Rigorous training in the scorching sun has given you powers beyond common folk.
But access to this power has been throu pain and admiration for the sun.
Praise the Sun
In your training you have hardened your skin in the scorching sun. Minimising the damage you feel while raging.
Pain Packer:
You bite throu the pain and accumulate it for a later explosion of firery energy.
At 3rd level, for every 10 points of damage you take you gain 1 stack to Pain Packer.
At 10th level, for every 15 points of damage you take you gain 1 stack to Pain Packer.
Every stack accumulated can later be used for the ability Rising Sun.
Upon dropping your rage you lose all points accumulated.
Rising Sun:
You conjure a miniature of the sun in your hand and fire it at a point within 100 feet.
The miniature sun explodes and deals fire damage in a 20 foot sphere, all creatures within the area must make a dexterity saving throw, DC is 8+proficiency bonus + charisma modifier.
If they fail they take full damage and half on a success.
At 3rd level, you gain 1d4 fire damage per stack from Pain Packer.
At 6th level, you instead gain 1d6 fire damage per stack from Pain Packer.
You can use Rising Sun once per rage.
Sunbather
You gain resistance to fire damage.
At dawn you can alter your skin to be either Reddish Burned, Charmingly Tanned or Regular.
When you are not raging you gain the following benefits depending on which alternative you have picked.
Reddish Burned:
Advantage with intimidation checks against creatures that are pale or unable to become tanned.
Advantage with medicine checks that involve fire.
Disadvantage with persuasion checks.
Charmingly Tanned:
Advantage with persuasion and deception checks against creatures you are attracted to.
Disadvantage with intimidation checks, you are just to charming.
Regular:
Advantage with survival checks to tell time as long as you can see the sun.
Advantage with survival checks to find safer camping spots when the sun is still up.
Sunstroke
Sunstroke:
As a bonus action, on your next attack action gain 1d12 + constitution modifier for each attack that hits a creature as temporary hitpoints.
Gain your earned temporary hitpoints after the attack action is completed, the hitpoints lasts until you have dropped your rage.
Solar Flare
You gain the ability Solar Flare
Solar Flare:
All creatures within a 20 foot sphere centered on yourself, has to make a constitution saving throw the flare goes around corners, DC = 10 + proficiency bonus + charisma modifier.
All allies within the sphere can take a reaction if they choose and have it avalible to gain advantage on the save.
Creatures has to be able to see for this ability to work.
On failed save the creature is blinded for up to 1 min, at the end of each of its turns it can make another consitution saving throw to try and lose the condition.
The creatues speed becomes 0 until the end of its next turn from the sudden flare blinding it.
On a successful save the creature is blinded until the end of its next turn.
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