Bard
Base Class: Bard

These bards decide to dedicate their artistic talent to emulate the sun's brightness and light. They wield to mystacial bedazzling power of the sun, with some bard using the destructive rage of the sun in their music, while others use its kinder and more life-giving side. Some bards still simply emulate its light and radiance, becoming a vessel for its very magic

Radiant Ispiration

At 3rd level, you can use your bonus action to use one of your bardic inspiration dice enchant a creature with radiance. The next creature attacked by that creatures melee attack must make a Constitution save against a DC of 8 plus your Charisma modifier or be blinded for one turn. A weapon with radiance and emits a bright light for 5 feet and a dim light for another 5ft 

Sun's Aspects

At 6th level, you can choose to emulate either to radiant or blazing aspects of the sun.

Blazing Cheer

You can spend an extra Bardic Inspiration dice when you use radiant Inspiration to cause the attack to deal extra fire damage equal to Spell Casting Modifier and are lit on fire, causing them to take your proficiency bonus in fire damage at the end of their turn. They can spend an action to put the fire out

Radiant Performance

As an action, you can cause any number of creatures you choose within 40ft to make a Wisdom saving throw of your spell save DC. On a Fail, they are stunned until there next turn and attacks against them deal 1d4 extra radiant damage. On a success, they take 1d6 radiant damage. At level 10 and 14, both the d6 and the d4 damage and one more die.

Body of Light

At 6th level, you become more attuned to the sun. You gain resistance to radiant damage and can radiate bright light for 20ft and dim light for another 20ft. You can turn the light on and off as a bonus action

Solar Soul

At 14th level you can choose to summon a glowing orb above you head as an action. The orb emits bright light for 100ft and dim light for another 100ft. When you summon the orb you can choose a number of creatures up to your Charisma modifier within 40ft of you. The creatures you choose must either make a Constitution saving throw equal to your spell save DC or take 3d6 radiant damage and be stunned until next turn. If they succeed they only take 3d6 radiant damage. You can also heal any creature for 3d10 haling. The orb lasts for a minute, and as it persists you can use your bonus action to use either ability on one target within 30ft. after you use this ability you can't use it again until you take a long rest.

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