Base Class: Fighter
“Sunlight is among the most glorious things to grace the Planes. Bringer of heat and light, the truest form of good, the sun is the most powerful form of energy, strength and brilliance. Other than me, of course.”
—Sunny Sunnster the Sun God
As battles raged, and wars were waged, fighters were sought after for their strength and cunning. But, a secret oath passed through generations caused certain fighters to unite, and kill all sides of the Great War. These were the Sunknights, and they were ready to sacrifice as many rabbits as it took appease the Sunnster.
Sunskill
Starting when you choose this archetype at 3rd level, you gain proficiency with a skill or weapon, allowing you to add your proficiency bonus to the use of your selection.
Tactician Kitty
When you speak the command phrase, “Soul of Sunny, you are my tactics”, you get access to a tactician ally. It takes the form of cat made of sunlight.
Tactician Kitty’s Properties
Kitty is not a normal cat, and so it has the following changes:
Undying. Kitty has no HP and no AC. It can be incapacitated using Dispel Magic, and can be stunned using Anti-Magic Zone
Tactics. At the start of Kitty’s turn, roll a [roll]1d6[/roll]. If the roll is a 1-4, nothing happens. On a 5, you can use the dodge action as a bonus action. On a six, Kitty uses the Help action, centered on you.
Quickfoot
Thanks to your elite cat-like reflexes, you are now able to react quicker to combat. Additionally, you can’t be surprised.
Sunscaped
By this point, the sun is no longer an abstract star, but a fortress, I’m which a god looks down on the world and favors those who choose his path. You have advantage in direct sunlight. Additionally, you have evolved to accept the sun’s energy. While in direct sunlight, you do not age or tire, nor do you require food or water.
Searing Speed
You have evolved to see the sun not as a distant star, but a home for a god who blesses those who follow his path. Your movement speed is doubled, and you gain yet another Extra Attack. Additionally, once per long rest, you can use a weapon that you are proficient with to create a Sunbeam. If it is a ranged weapon, you can turn the projectile into a beam of sunlight. Instead of rolling for attack, all creatures in a straight line in front of you must make a Dexterity saving throw (DC your level) or take 3d10 radiant damage and be blinded. If the pass, or are immune to radiant damage, then they are not blinded. The weapon (not ammunition) then returns to your hand. If it is a melee weapon, you can summon your sunbeam anywhere you have seen. Additionally, all creatures in a straight line in front of you must make a Dexterity saving throw (DC your level) or take 3d10 radiant damage on a failed save, and half as much on a successful save. No one gets blinded.
Speed of Light
All weapon attacks now do their set amount of damage, PLUS an identical amount of radiant damage. Additionally, you can use Sunbeam 3 times per short rest. You can now teleport through your Sunbeam and exit it at any point along the beam.
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