Base Class: Barbarian
A warrior of the bleak arid deserts, Immortals have trained themselves to utilize the burning fire within to invoke the power of the sun. Towering, imposing figures beget images of the ancient heroes come before, such as Horus and Ra. Far more trained than the unwashed masses of their fellows, Immortals imbue their weapons with the rage of a thousand suns with unforgiving precision.
Warrior of the Sun
Starting when you choose this path at 3rd level, you have begun to hone the might of the sun. As an action while raging, you take on the form of a spirit of the fire gods. You gain temporary hit points equal to your Constitution modifier (minimum of 1) x 2. In addition, you imbue your strikes with power, dealing an additional 1d4 of either Fire, Radiant, or Lightning damage (your choice) once per turn. This damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 2d12 at 20th level. This ability lasts one minute, and you have three uses per Long Rest.
Brash Fearlessness
Additionally at 3rd Level, the shield of the Sun protects you from attack. While Raging, when an enemy attacks you, you may use your reaction to increase your AC an amount equal to your Constitution modifier (minimum of 1) until the end of the attacker's turn. If their attack would still hit, your fiery spirit retaliates and you deal damage equal to a roll from your Sun Form die. You may use this feature a number of times equal to your Constitution modifier (minimum of 1).
Starting at 13th Level, you may use this feature an unlimited amount of times, given your reaction is available.
Rise Against Death
Death no longer scares you, as you have stared it down time and time again. Beginning at 6th Level, you gain advantage on death saving throws, and strikes against you only count for one death fail. Additionally, if you succeed on three death saves, you are brought back to your feet in a fervent rage. This feature can activate only one time per long rest.
Ancient Spirit of Valor
Beginning at 10th Level, the harsh structure of your fighting style has been honed to near perfection, sharpening your wit for survival. You gain a bonus to your Wisdom (Survival) and Strength (Athletics) checks by an amount equal to your Constitution modifier (Minimum of 1). Additionally, you have solidified yourself as a leader in battle. As an action, choose a number of creatures equal to half your Barbarian level, rounded down. They must succeed on a DC 16 Wisdom (Insight) check or be inspired to rally behind you. Unwilling creatures considered hostile are now considered Friendly, and will perform actions as if under the effect of the Charm Person spell. They will not perform any actions that would directly harm themselves, but will follow your orders in battle. This effect ends after 1 minute, if you are incapacitated, or if your rage ends early. You may use this feature once per long rest.
Eclipse
You have unleashed the power of the Sun within yourself, mastering the raw energy of the Universe. Starting at 14th Level, your Sun Form now grants you immunity to your chosen damage, and resistance to damage of the other two types. Additionally, you can focus the primordial energy wreathed around you into a blast of damage. As an action, you blast forth a beam in a 60ft line in all four cardinal directions. Creatures caught in the beam must succeed on a Dexterity Saving Throw equal to DC10+ Your Dexterity Modifier+ Your Constitution Modifier. On a failed save they take 4d6 of your Sun Form damage, or half as much on a successful save. This ability recharges on a roll of a 5-6 on a d6.
Previous Versions
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10/24/2020 7:17:26 PM
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Coming Soon
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