Base Class: Barbarian
Barbarians of the Path of the Radiant Sun carry the brilliant essence of the sun itself within their hearts, minds and souls. In battle, they can unleash this warm, soothing and incandescent light from within their bodies; a light that burns away darkness, mends wounds and sears the very souls of the evil.
Inner Light
Beginning when you choose this path at 3rd level, the radiant brilliance of the sun burns within you. While raging, you emit a 15-foot-radius of bright light, with an additional 15 feet of dim light beyond that. Additionally, you can read, speak and write Celestial.
Radiant Javelin
Also at 3rd level, you can manifest the lustrous radiance within you in the form of spears wrought from pure sunlight. Whenever you take the Attack action on your turn, you can choose to make a special ranged weapon attack with a normal range of 30 feet and a long range of 120 feet. On a successful hit, the attack deals 1d8 radiant damage to its target. This attack uses your Constitution modifier, instead of Strength or Dexterity, for its attack and damage rolls. Additionally, while raging, you can apply your rage damage bonus to the damage of this attack.
Celestial Avatar
At 6th level, your connection to the sun grants you protections against its light’s harmful effects. You have resistance to radiant damage and are considered immune to being blinded.
Sun Herald
At 10th level, you can wield the true brilliance of the sun in battle. When you enter your rage and activate your Inner Light feature, any creatures of your choice within the radius of bright light take radiant damage equal to your Constitution modifier.
Halo of Rejuvenation
At 14th level, the light you carry with you takes on the restorative properties of divine magic. While you’re raging, you and creatures of your choice within the radius of bright light created by your Inner Light feature gain temporary hit points equal to your Constitution modifier at the beginning of each of your turns.
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