Fighter
Base Class: Fighter

Subclass of Fighter for the race Solarian.

 

Solarians seem similar to humans in almost every way, though their functionalities couldn't be farther apart. Solarians are powerful beings who draw outlandish speed, strength, and other supernatural abilities from solar energy magically absorbed into their bodies. As strong as they are, their hubris is just as mighty, causing them to lose all proficiencies granted by the standard Fighter class. 

Stronger than Steel

Unarmored Defense: Solarians have thick skin and dense musculature, allowing them to disregard armor without much worry. 

  • AC = 10 + STR mod + CON mod

Unarmed Strikes: Solarians have such raw strength, fully realized Solarians can hit with the force of a siege weapon with a single blow.

  • Level 3: 1d6
  • Level 7: 1d8
  • Level 10: 1d10
  • Level 15: 1d12
  • Level 18: 2d6

Loss of Proficiency: Solarians are powerful, extremely so. But they also have a legacy of pride that has prevented many Solarians from wearing things such as armor and using weapons. All weapon and armor proficiencies gained from Fighter are lost.

Supernatural Abilities

Solarians can now begin to use their Solar Energy to manifest powerful magical abilities. As long as a Solarian spends a short rest in the presence of the Sun, they gain the following features for the next day:

Flight: Solarians gain a flight speed equal to their ground speed.

Vision of Fire: Solarians can now use the Firebolt cantrip, though they must use their eyes as a component and their CON as the spellcasting modifier.

Great Speed: Solarians can move faster than normal people, giving them a +20 to their speed and letting them use their Bonus Action to dash.

Solarian Aura

Solarians at Level 10 gain an aura of power that greatly enhances their abilities. As long as they spend a short rest in the presence of the Sun, they gain the following features for the next day.

Titanic Strength: For the purposes of carrying, lifting, and moving objects, Solarians are counted as a different size depending on their level.

  • Level 10: Huge
  • Level 15: Gargantuan
  • Level 18: Titan

Juggernaut: Solarians gain a +2 to their AC and are resistant to Blunt, Resistant, and Slashing damage.

Greater Supernatural Abilities

At this level, Solarians have a much larger battery. This allows them to overcharge their Fiery Vision, turning it into an altered form of the Immolation spell.

Heat Vision: You fire condensed beams of fire at a person or object within sight. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one.

After using this ability, you cannot use any other feature granted by Solarian for 2 turns.

Internal Battery: You master the energy you naturally gather. From this point on, you can spend a Short Rest in the presence of the Sun and gain your abilities for the next week.

Refined Solarian

This individual is a Solarian that only presents itself once every couple thousand years, they are very close to the aspect of Light, and able to embody it well. As a result of this, they gain the incredible speed that Light embodies, as well as the ability for particles to reform. This character regenerates 2 HP per turn, and may begin a concentration effect to enable the Haste effect on themselves, as a bonus action.

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