Base Class: Bard
You’re the brightest person in the whole room, literally! These bards are adept at manipulating the inner light of themselves and others, blazing through enemies like a scorching sun or healing allies with warm rays of light. Whichever method you end up taking you’ll always make sure that everyone around will remember who you are, save you don’t accidentally blind them first.
Bonus Proficiencies
When you choose this college at 3rd level you gain proficiency in two skills of your choice and longswords have the Finesse property.
Radiant Inspiration
When you choose this college 3rd level, you can use your bonus action to use one of your bardic inspiration dice to enchant a creature with radiance. The next creature attacked by that creatures melee attack must make a Constitution save against your Spell Save DC 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
Expanded Spell List
Your ability to utilize inner brightness allows you to effect the world and people around you in various ways. Some helpful and many harmful.
The following spells are added to the bard spell list for you:
1) Shield of Faith; Guiding Bolt
2) Branding Smite; Zone of Truth
3) Daylight; Beacon of Hope
4) Banishment; Sickening Radiance
5) Flame Strike; Dawn
Aspect of the Sun
At 6th level, you can choose to emulate either the radiant or blazing aspects of the sun. You may decide to change this aspect after a short or long rest
Blazing Cheer
As a bonus action you can spend an extra Bardic Inspiration dice when you use Radiant Inspiration to cause an attack to deal extra fire damage equal to your Spell Casting Modifier and are lit on fire, causing them to take your Spell Casting Modifier in fire damage at the start 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 against 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 advance by one more die. (d6,d8)(d8,d10)
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 make a Constitution saving throw against your spell save DC; on a fail taking 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 HP. 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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