Base Class: Warlock
Your patron is a powerful being of the Upper Planes. Beings of light promote the ideals of rebirth and destruction, often using the symbol of the sun. The Sun itself can be seen as a charioteer who guides the sun across the sky whose eyes pierce every shadow and see through every deception. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate, defeat and burn. You are now one of the enlightened souls infused with radiance and the power of The Sun's discerning vision, charged with burning away darkness.
Expanded Spell List
The Sun lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Sun Expanded Spells
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3rd |
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4th |
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5th |
Bonus Cantrip
At 1st level, you learn the Light cantrip. It count as warlock cantrip for you, but it doesn’t count against your number of cantrips known.
Bright One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Radiant Soul
Starting at 6th level, your link to the Sun allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Solar Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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5/10/2020 12:58:21 AM
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Posted Sep 23, 2022This looks very promising. Well done. I would suggest for the spells to change out some to add in Daylight, Sunbeam, Sunburst. Just a thought. Also, maybe powers increase in daylight and diminish at night? Thank you for sharing.