Fighter
Base Class: Fighter

Some warriors are remembered for conquest, others for cruelty. Whilst the Red Sun is remembered for both the storm and the calm after it. Born among idols, they fought as the old gods demanded: with iron, oath, and blood. Yet they turned away, washed in a greater light, and rose with a crown of dawn upon their brow. 
The Red Sun fights not only with steel but with radiance. Their power warms allies like sunrise, searing foes like the blaze of high noon.

Radiant Baptism

At 3rd level your weapon is marked by both fire and water, an echo of old idols and sacred blessing.

  • Mark of Two Faiths. When you roll initiative, you can choose to spend two hit dice, and make your weapon shine with a glimmering white light. For one minute the weapon emits bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an additional 1d4 radiant damage on hit.

  • Blessing of the Sun. 

    Once per turn, you can replace one of your attacks to issue a verbal command (has to be specific - Example: Attack that guy! Cast this spell! Run away from this enemy!) to one ally of your choice within 30 feet other than yourself. The ally can add the die to their next D20 test related to that command before the end of their next turn
    Your die size changes with your fighter level:

    3rd level: 1d4
    9th level: 1d6
    13th level: 1d8
    17th level: 1d10
    You can use this feature a number of times equal to your charisma bonus, and you regain all expended uses when you finish a short rest.

Voice of Dawn

At 3rd level, you learn to speak with the weight of dawn and dusk.

  • You gain proficiency in Persuasion or Intimidation. If you are already proficient, your proficiency bonus is doubled for that skill.

  • In addition, whenever you roll a Charisma (Persuasion or Intimidation) check to inspire loyalty, command respect, or rebuke cowardice, you may add your Strength modifier to the roll.

Idol Breaker

At 7th level your strength rallies the faithful and shatters the grip of fear.

  • Rally of the Dawn. Whenever you use your Second Wind or Action Surge feature, each ally of your choice within 30 feet regains hit points equal to half your Fighter level (rounded down)+ Charisma Modifier. If they are not missing any hit points, they instead gain that amount in temporary hit points.

  • Steadfast Spirit. You have advantage on saving throws against being charmed or frightened, or any other effect that would cause you to act against your will (Posession, etc). Whenever you succeed on such a saving throw, you can choose one ally within 30 feet of you (other than yourself). That ally gains advantage on their next saving throw against the same effect.

Sunlord's Command

At level 10 you no longer merely protect your allies, the battlefield bends to your will. Your presence inspires courage, punishes foes, and asserts the authority of the Red Sun.

Sunburst Strike:
Once per turn, when you hit a creature with a weapon attack, you can choose to unleash a burst of seaing light. Each creature of your choice within 10 feet of the target must make a Constitution saving throw (DC = 8 + PB + Cha) or take radiant damage equal 1d6 times your charisma modifier and be blinded until the end of its next turn. On a successful saving throw the creature only takes half damage and isn't blinded. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Anchor Howl

At 15th level the roar of dawn can be heard over the entire battlefield, inspiring foes and showing you as the primary target.
As a bonus action, you can unleash a thunderous, radiant howl. Choose any number of creatures of your choice within 30 feet that can hear you. Each target must succeed on a Wisdom save (DC = 8 + your proficiency bonus + your Charisma modifier) or be forced to target you with attacks until the start of your next turn.
On a successful save, a creature has disadvantage on attacks against targets other than you until the start of your next turn.

Until the start of your next turn, when a creature who fails the save hits you with an attack, it takes radiant damage equal to your Charisma modifier x 1d4. You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ascension of Crimson

At level 18, you rise as the living sun, being both shepherd and scourge.

  • The Red Sun Rises. As a bonus action, you may ignite in radiant majesty for 1 minute.

    • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
      Allies of your choice who start their turn in the bright light gain temporary hit points equal to your Fighter level.
      Enemies of your choice who start their turn in the bright light must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is frightened of you until the end of its turn.

    • While this effect lasts, you can’t be charmed or frightened.

  • You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

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