Fighter
Base Class: Fighter

Harness The Sun

Allow the weave to guide your every action, and your every bullet.

Those who follow the sun know its blessing, its warmth, and ultimately those who entangle themselves in the weave are granted the "Sunslinger" title. They harness the explosivity, the scorch, the warmth of the sun to its fullest providing as a useful ally in combat as they are usually the ones who Radiate the most in battle. They are also deadly, usually playing on one's ego to swiftly end the opponent in one-on-one combat in the middle of the battlefield.

No matter the harshness of the battle, the Sun will always shine if one of these warriors are on the field.

Level 3: Spectral Firearm

At third level as a bonus action, the user can summon a spectral firearm, usually in the form of a revolver or modern pistol, in their hand. You are proficient with the Spectral Firearm its to hit is either Dexterity or Constitution, and it deals 1d8 + your choice of your Dexterity or Constitution modifier radiant damage and has a range of 80/240 feet.

The gun radiates in a glowing golden energy and is used to be a focus for your Sol casting.

Level 3: Sol Casting

At third level, you gain Sol Casting Slots which go up in amount and effectiveness the higher level you are. These Slots recover on a long rest, or you could expend a use of your second wind to restore a number of Slots equal to the number you roll on your second wind die (if you roll higher than your maximum, it will restore your slots only to the maximum).

Sol Casting Slots
Level Die Amount
3 D6 4
5 D8 6
9 D8 8
11 D10 10
13 D10 10
17 D12 12

 


 

With these casting slots you are able to use them to cast the following through your Spectral Firearm.

Blazing Shot - As a part of your attack action, you may cast blazing shot which adds uses a Sol Casting slot to add a die of your Sol Casting + your Constitution Modifier to the damage of the attack (the same damage as your spectral firearm). 

Scorch - As a bonus action, you can expend three Sol Casting Slots to force a creature of your choice within your Spectral Firearms range to make a Constitution Saving throw equal to 8 + Your Proficiency Modifier + Your Constitution Modifier. On a failure, the creature gains the Scorched condition in which they initially take a roll of radiant damage equal to your Sol Casting Die, and at the beginning of their turn, they must repeat the save. Each failure repeats the damage, and the condition ends on a success.

Curing Shot - Replacing one of your attack actions, you may expend three Sol Casting Slots to convert the damage into healing. You must use this for one of your allies in range of your Spectral Firearm. The healing is the amount equal to your Firearm's damage and you may add additional Sol Casting abilities to enhance the healing.

Shielding Shot - Replacing one of your attack actions, you may expend one Sol Casting Slot to shoot the bullet towards one of your allies, the ally benefits from temporary hit points equal to your proficiency bonus.

Level 7: Radiant Self

At Seventh level you can use your Action cause yourself to become radiant for 1 minutes which gives you the following effects:

  • Radiant damage you deal overcomes resistance
  • Allies within 30 feet of you (including yourself) have advantage on saves against being frightened and charmed
  • Allies within 30 feet of you gain temporary hit points equal to your Fighter Level + your proficiency modifier when radiant self is activated, and then temporary hit points equal to your proficiency bonus at the beginning of their turn (does not stack with existing temporary hit points).

Alternatively, if Radiant Self has already been used, you can expend 5 Sol Casting Slots to regain the ability (No Action Required). You get one free use of Radiant Self per long rest and it recovers on a long rest.

Level 10: Sol Enhancement

Gain Additional features to your Sol Casting as well as your Spectral Firearm becomes enhanced, dealing 2d8 instead of 1d8 radiant damage.

Gunpowder Gamble - After applying Scorch and using Blazing Shot on a target, you may expend two Sol Casting Slots to grant Gunpowder Gamble to a target. The target must succeed a constitution saving throw of 8 + Your Proficiency Modifier + Your Constitution Modifier. On a failure they take 5d8 radiant damage and explode in a 10-foot radius. Every creature around the target must make a dexterity saving throw equal to 8 + Your Proficiency Modifier + Your Constitution Modifier or suffer the same damage done to the original target. On a success from the initial target, they take half the damage rolled and they do not explode, and on a success from the surrounding targets, they also take half of the damage from the initial target.

Standoff - After using two Sol Casting Slots, you can cast Standoff. A creature that you can see within 60 feet of you must make a wisdom saving throw equal to 8 + Your Proficiency Modifier + Your Constitution Modifier, on a failure the creature is forced into a standoff with you. You both have advantage on each other and disadvantage on any other target than each other. The creature can remake the save at the beginning of their turn, alternatively, the creature can be broken free if they are hit by another source of damage.

Flare - Before forcing a creature to make a saving throw via your Sol Casting, you can expend two Sol Casting Slots to give the creature disadvantage on their save.

Level 15: Solar Soul

At 15th level You have become one of the lights greatest warriors, and thus it has provided a great boon to you. This boon includes:

  • Whenever you attack a creature who has Immunity to Radiant Damage while Radiant Soul is active, you overcome the Immunity.

Level 18: Golden Gun

Your Spectral Firearm reaches its full potential alongside its wielder. You gain the ability to learn the final Sol Casting Feature:

  • Golden Gun: As a bonus action, you can spend 8 Sol Casting Points to cast Golden Gun, which turns your Spectral Firearm into weapon of pure light and radiance, it shines a Sun Gold for the moment it is active. Any Sol Casting that is used is maximized to the maximum amount that it can be on the die (For example, if you used Curing Shot, whatever you you'd get the maximum on the die which would be 8 + whatever your constitution modifier would be, and if you decided that you wanted to add Blazing Shot to add more to amount, then you would also maximize that amount of the die).
Sunslinger Image

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