Base Class: Barbarian
In the heart of the Trackless Sea lies the Isle of Evermeet, home to the Sun Elves. An ancient and patient culture, they look down upon the mindless rages and frenzied actions of most barbarians. As such, the barbarians of this culture find themselves walking a path of quiet rage, a fragment of the blinding, fierce, and fiery nature of the sun itself residing within them. Barbarians that walk this path will use their anger and their abilities to emulate the sun in anyway they can. Bringing warmth into cold, light into darkness, and life into death.
Inner Flame
At 3rd level, you burn with the warmth and light of the sun. You skin is warm to the touch and the fiery rage within you burns away cold and poisons, and allows you to overcome even the most grueling tasks of physical endurance. You gain advantage on Constitution saving throws.
Sun Warrior
Beginning at 3rd level, you have learned to channel the power of the sun into your weapon attacks. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes an extra 1d6 + half your barbarian level of fire damage.
Solar Flare
Starting at 6th level you may use an action while raging to cause damage to your foes and to heal damage in a single blinding flash. When you use this feature select a hostile target within 10ft of you. The hostile target must make a Dexterity saving throw against the DC of this ability [8 + proficiency + Strength modifier] and takes 4d8 fire damage on a failed save or half damage on a success. Additionally you heal yourself for that same amount (4d8). Once you have used this ability you cannot do so again until you have taken a long or short rest.
The amount of damage and healing done by this ability increases at level 9 (4d10) and level 14 (4d12).
Spotlight
At 10th level, you can now reach deep within yourself to your inner fire to focus that rage on a specific target. As a bonus action you can select one target within 60ft. The target becomes illuminated by light and easier to hit. Until the start of your next turn, any attacks made against this target can be made with advantage.
You have two uses of this feature and regain all uses of this feature when you take a long rest. You gain additional uses of this feature at 13th level, 16th level, and 20th level.
Sun Shield
At 17th level, when you rage you become wreathed in a fiery, magical aura. You gain the ability to shed bright light in a 10-foot radius and dim light for an additional 20 feet while raging. You can extinguish or restore the light as a bonus action. When you go into a rage you can also choose to shed the bright light as a free action. The light drops when you drop your rage.
While you are wreathed in this aura, if a creature hits you with a melee attack, you can use your reaction to either deal fire damage equal to 5 + your Constitution modifier OR you may attempt to blind the creature who must make a Wisdom Saving Throw against your DC [8 + proficiency + Constitution modifier].
Previous Versions
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