Base Class: Fighter
In the darkest regions of the darkest worlds, monsters terrorise the population. Corrupted mutants, rampaging beasts, lycanthropes, the risen dead, or even the forces of the Lower Planes encroach upon the territory of those weaker than them. Against this constant impending doom, there stand a select few. With the help of powerful magical techniques, they hunt these monsters. For some, it's a matter of duty. For others, all that matters is the coin it earns them.
Sunblades practice a technique called goldweaving. Their unbreakable resolve allows them to call upon minor magic that mimic the supernatural properties of gold and the sun. This warm, glowing energy can be shaped by a strong will to protect or to harm, or even to reveal hidden truths.
Radiant Blade
When you choose this archetype at 3rd level, your weaponry becomes wreathed in incandescent sunbeams. Whenever you hit a creature with a weapon you are proficient with, your attack deals an additional 1d6 radiant damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 20th level.
Slayer's Quarry
When you choose this archetype at 3rd level, choose either aberrations, beasts, dragons, fiends, monstrosities or undead. Whenever you hit a creature of your chosen type with an attack using a weapon that you're proficient with, you deal an additional 1d6 damage. This damage increases to 2d6 at 10th level, and to 3d6 at 16th level.
Additionally, as a bonus action, you can target a creature. Until the end of your next turn, that creature counts as your chosen type for the purposes of this feature. Once you do so, you must finish a long rest to do so again.
Aberrations
Aberrations
Beasts
Beasts
Dragons
Dragons
Fiends
Fiends
Monstrosities
Monstrosities
Undead
Undead
Filigree Ward
Starting at 7th level, you are constantly protected by a golden energy that overlaps your armour like fine filigree. You have advantage on a saving throws against spells.
Truthseeker
At 10th level you gain the ability to cast the detect magic and identify spells without expending spell slots.
Additionally, you can cast the augury spell once per long rest with this feature.
Captured Sunlight
Starting at 15th level, whenever you deal damage to another creature with a weapon you are proficient with, you can release a blinding flash of sunlight as a bonus action. The target and all other creatures within 5 feet of it are blinded until the end of your next turn.
You have five uses of this feature and regain all uses upon finishing a long rest.
Blazing Corona
Starting at 18th level, you have gained the ability to channel the power of the sun itself. As an action, you may cast the sunbeam, however once the spell ends you gain a level of exhaustion. Alternatively, you may cast the spell sunburst as an action, gaining three levels of exhaustion. Your spellcasting ability for both of these is Charisma.
You regain the ability to cast these spells by the next dawn.
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