Base Class: Fighter
The Warriors of Sunlight, according to legend, were founded by a great warrior named Solair. Solair is said to have been the noblest, wisest, strongest and most faithful follower of Sol, the father of all deities of the sun. Solair is said to have trained the first Warriors of Sunlight with the help of an unnamed revenant, and it is also said that this revenant was his most faithful follower. Every Warrior of Sunlight is taught to wield every weapon known with great skill and proficiency. As a Warrior of Sunlight, you are proficient in all weapons: you also gain proficiency on Charisma saving throws.
Spellcasting
Starting at 3rd level, you draw on the will of Sol in order to cast the spells once wielded by Solair himself.
Cantrips. You learn two cantrips of your choice from the cleric and wizard spell lists. At 10th level, you may learn a third cantrip, and a fourth at 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your spells, as they are granted through visions of Solair during a long rest after leveling up. In addition, you add your Charisma modifier to the saving throw DC on spells cast by you.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Master of Weapons
Years of training have given you proficiency with all weapons. There are no weapons (except those that have been invented since your training ended) that you can't wield effectively.
- Gain proficiency with all weapons.
- You can identify if a weapon is magical with a quick glance.
- You are proficient with smith's tools and jeweler's tools.
Sun Bro
Some people more familiar with Warriors of Sunlight may call them Sun Bros due to their endless serenity, kindness, and braveness. Starting at 7th level:
- You can be neither frightened nor petrified.
- You are immune to madness.
- You have advantage on Charisma (Persuasion) checks.
Radiant Mind
At 10th level you begin your path to enlightenment. This gives you the following abilities:
- When you cast a spell that causes damage, add 2d6 Radiant damage to your roll
- If you have learned Darkvision, you may replace it with another spell, as you now have permanent Superior Darkvision.
- You can see the alignment of other creatures in the form of an aura. Indigo for Lawful Good: Storm Blue for Lawful Neutral: Royal Purple for Lawful Evil: Grey-Blue for Neutral Good: Solid Grey for True Neutral: Carmine Pink for Neutral Evil: Pink for Chaotic Good: Amber for Chaotic Neutral: Blood Red for Chaotic Evil.
Radiant Body
At 15th level, you have completed the second step on your path to enlightenment. This gives you the following abilities:
- When you hit a creature with a melee or ranged attack, you add 2d8 Radiant damage to the roll.
- You gain a golden aura, visible only to other Warriors of Sunlight or when you are hit, that, whenever you take damage, absorbs 1d4 damage for every 4th level you have in the fighter class. The damage the barrier can absorb recharges at the same rate you restore health during short and long rests.
- When you are hit, there is a 10% chance that your body will emit a bright flash of light. This flash will confuse enemies.
True Enlightenment
Starting at 18th level, you gain new abilities from reaching a state of true enlightenment. The following abilities are gained:
- You can, as a bonus action, summon or dispel a pair of wings made from golden light. Your flight speed is 40 ft.
- You can cast your spells without material components, if ever they were needed.
- You have advantage on all saving throws.
- You may cast Conjure Celestial, from the cleric spell list, as an action instead of channelling for 1 minute.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/3/2018 2:06:29 PM
|
7
|
2
|
1
|
Coming Soon
|
|
|
8/3/2019 7:28:52 PM
|
682
|
26
|
1.5
|
Coming Soon
|
Comments