Fighter
Base Class: Fighter

Fearless warriors bathed in the radiance of the Sun, the Suntouched are living conduits of radiant energy who can create weapons of solid sunlight. With the light of the Sun in their hands, the Suntouched strive to be the beacon that cuts through the darkness of the world.

The Suntouched is a Martial Archetype that allows Fighters to create weapons of solid sunlight in their own hands to vanquish their enemies. These weapons can take the form of any weapon type (from the Player’s Handbook) and they deal radiant damage. Suntouched Fighters are designed to deal consistent radiant damage, switch weapons freely for any situation, and use their various utility abilities to stay in the fight.

Suntouched Blessing

At 3rd level, you learn to absorb radiant energy from sunlight to augment your own physical capacities or power your magical abilities. You choose to gain proficiency in either the Acrobatics or Athletics skill, and you gain the Light Cantrip if you don’t already know it.

Acrobatics Skill

You choose to gain proficiency in the Athletics skill (please choose only one proficiency for this feature).

Athletics Skill

You choose to gain proficiency in the Athletics skill (please choose only one proficiency for this feature).

Hardlight Weapons

At 3rd level, you can forge a weapon of solid sunlight in your hand known as a Hardlight Weapon whenever you enter combat or by using your bonus action. You can choose the form that the weapon takes when you create it (see the Weapons section of the Player's Handbook).

Properties. A Hardlight Weapon inflicts radiant damage and retains the same properties of the weapon whose form it takes. Hardlight Weapons emit non-magical, bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your bonus action to change the Hardlight Weapon's form or your free action to dismiss it. If you drop a Hardlight Weapon or throw it, it dissipates at the end of the turn.

Ranged Hardlight Weapons. Hardlight Weapons with the ammunition property are created with 20 pieces of ammunition that inflicts radiant damage. You can use your bonus action to create an additional 20 pieces of ammunition. Each piece of ammunition used will dissipate at the end of the turn and cannot be recovered.

Two-Weapon Fighting. If you choose a weapon with the light property as a Hardlight Weapon, you can create a second copy of the weapon in your other hand. If you have the Dual Wielder Feat, this applies to any one-handed weapon.

Magic Weapons. If you are holding a Magic Weapon, you can imbue it with sunlight to treat it as a Hardlight Weapon whenever you enter combat or by using your bonus action. The Magic Weapon will retain its properties but will now inflict radiant damage. The Magic Weapon returns to normal when the Hardlight Weapon dissipates or is dismissed.

Hardlight Shield. You can also choose to create a Shield made of light in your free hand, increasing your Armor Class by 2. This shield is considered a Hardlight Weapon.

Hardlight Techniques

At the 3rd level, you have access to Hardlight Techniques whenever you are wielding a Hardlight Weapon. These versatile techniques allow you to use the sunlight stored in your body both offensively and defensively.

When you gain this feature, you learn two Hardlight Techniques of your choice (see “Hardlight Technique Options” below). You learn one additional technique of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest. You gain one additional use at 7th and one more at 15th level.

The Hardlight Technique feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each time you learn new Hardlight Techniques, you can also replace one Hardlight Technique you know with a different one. The effects of each Hardlight Technique is considered magical in nature.

You can only use one Hardlight Technique per turn, however the use of a Hardlight Technique does not necessarily remove the effects of another Hardlight Technique that is currently active.

Saving Throws: Some Hardlight Technique options require your target or targets to make a saving throw to resist the technique’s effect. Your Hardlight Technique saving throw DC is calculated as follows:

Hardlight Technique save DC = 8 + your proficiency bonus + your Constitution modifier

Radiance

Starting at 7th level, you can tap into your stockpiled radiant energy for a boost of power or finesse. Until the end of your turn, you can use your Constitution modifier for weapon attack and damage rolls instead of your Strength or Dexterity modifiers. You can use this feature a number of times equal to your Constitution modifier (a minimum of once) and you regain all expended uses when you finish a short or long rest.

Luminary

At 7th level, the sunlight you've absorbed now expresses itself as an intense and charming aura that others cannot help but feel drawn towards. You gain proficiency in either the Persuasionn skill or the Performance skill (choose one).

Performance Skill

You choose to gain proficiency in the Persuasion skill (please choose only one proficiency for this feature).

Persuasion Skill

You choose to gain proficiency in the Persuasion skill (please choose only one proficiency for this feature).

Daybreak

At the 10th level, your ability to absorb sunlight has improved to the point that you are now able to passively collect it throughout the day. When you roll initiative and you have no Hardlight Technique uses remaining, you regain one use.

Prominence

Starting at 15th level, your mastery over your Hardlight Weapons allows you to concentrate nearly unstable amounts of radiant energy into them, if only for a moment. This gives you access to both of the following features. You can only use one of them per short or long rest

Sunburst. When you make a ranged weapon attack against a target, you can unleash a destructive burst of energy from your weapon. On a hit, the target suffers the attack's normal effects and is immediately struck by an explosion of light. The target and each creature within 10 feet of them take an additional 2d10 radiant damage. Any creature caught in this effect must then succeed on a Dexterity saving throw against your Hardlight Technique save DC (Hardlight Technique save DC = 8 + your proficiency bonus + your Constitution modifier) or be seared by the intense light for 1d10 fire damage.

Solar Wind. When you hit a target with a melee weapon attack, the target suffers the attack's normal effects and is immediately struck by a wave of light. The target and each creature within a 15-foot cone in front of you take an additional 2d10 radiant damage. Any creature within the area of this effect must also succeed on a Strength saving throw against your Hardlight Technique save DC (Hardlight Technique save DC = 8 + your proficiency bonus + your Constitution modifier) or be knocked prone.

Nightfall

At 18th level, when you use your Second Wind you can choose to harness the light in your immediate surroundings to further increase your hit points. Any Hardlight Weapons you hold turn black and do not illuminate your surroundings. An aura of darkness then extends outwards from you as you drain the radiant energy in the area.

  • You gain an additional 40 hit points if you are in bright light or an additional 20 hit points if you are in dim light.
  • You then dim the light in a 10-foot radius sphere centered on you that moves with you for 1 minute, until you dimiss the effect, or until you are incapacitated. For example, bright light is reduced to dim light and dim light is reduced to darkness.
  • If any of this area overlaps with an area of light created by a spell of 2nd Level or lower, the spell that created the light is dispelled.
  • If you are subjected to radiant damage while in this area, you take no damage and instead regain a number of hit points equal to half the damage dealt.

Hardlight Technique Options

These Hardlight Techniques are presented in alphabetical order.

Beacon

As an Action, you shine bright light from your Hardlight Weapon in a 20-foot radius and any creature caught in this light must make a Dexterity saving throw. On a failed saving throw, a pillar of light emanates from the creature and the next attack against them has advantage. This effect lasts until the beginning of your next turn.

Beam

When you make a ranged weapon attack, you can channel radiant energy into your weapon to launch a beam of light at the target instead. This beam ignores half cover and three-quarters cover, striking through even the narrowest opening. On hit, roll for weapon attack damage as you would normally.

Blind

When you make a melee weapon attack against a target, you can release a flash of light from your Hardlight Weapon. The target must succeed on a Dexterity saving throw or their next attack is made with disadvantage. A creature that can't be blinded is immune to this effect.

Discharge

When you hit a creature with a weapon attack, you can send a surge of light at a number of creatures equal to your Constitution modifier (a minimum of one) that you can see within 5 feet of your target. The other creatures are dealt radiant damage equal to half of the total radiant damage inflicted on the target.

Incandescence

Using your bonus action, you channel radiant energy into your Hardlight Weapon until it begins to burn. For 1 minute, your Hardlight Weapon will inflict fire damage instead of radiant damage and you can add your Constitution modifier to your damage rolls as additional fire damage. You can dismiss the effect using your free action.

Mantle

As a reaction to an attack that hits you, you cover yourself in a protective layer of sunlight. You gain temporary hp equal to 5 + your fighter level until the beginning of your next turn.

Overcharge

When you hit a creature with a weapon attack, you can condense sunlight into your Hardlight Weapon to increase the potency of your attack. You can reroll your weapon damage dice once and you choose which dice to use. This does not affect dice from other effects that you would roll for extra damage.

Rupture

When you hit a creature with a melee weapon attack, you can shatter your Hardlight Weapon to send the target back 15 feet if they are a creature that is Large or smaller and fail a Strength saving throw. Your Hardlight Weapon dissipates during the use of this Hardlight Technique.

Sunspot

When you hit a creature with a Hardlight Weapon, you can burn a magical mark on the creature’s body that attracts light. Until the beginning of your next turn, if an attack that does radiant damage misses within 10 feet of the marked creature, the attacker can reroll their attack against the marked creature.

Sunstream

When you take the Dash action, you can wrap yourself in an aura of light to further increase your speed. Until the beginning of your next turn, you gain twice the amount of extra movement you normally would when using the Dash action and difficult terrain doesn't cost you extra movement.

Synthesis

By tapping into the stockpiles of radiant energy in your body, you are able to restore your stamina and continue fighting. As a reaction to a failed Constitution saving throw, you can expend one Hardlight Technique use to reroll the die, however you must use the new roll.

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