Base Class: Artificer
“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
After Artificers had separated into three distinct groups, a number of them wondered if more power would be available to those who truly sought it. After a lengthy dinner and discussion with Sunny the Sun God, they were… enlightened… one might say. With solar energy and the means to harness it, they formed a secret group of artificers: Artificer Solar Masterminds. Due to Solar Masterminds coming from all types, for your Artificer Specialist spells choose one set. Sets do HAVE to match (always Battle Smith for example).
Solar Torch
3rd Level
Sunny continues to look after his pawns, er people. While in direct sunlight, you have advantage on all ability checks and saves. You also gain a Solar Torch, a rod with the following changes:
- A panel unfolds from the top when in sunlight, absorbing radiant energy. After 8 hours of sunlight, it can be used for 8 hours before needing more
- As an action, you can point the rod and say the phrase “Soul of Sunny, you are my genius” to cause a beam of sunlight to emit from the rod, lighting 60ft
- When a creature enters the beam, it must make a Dexterity save (spell DC) or take 2d6 radiant damage. Use this how you will
Solar Evolution
5th Level
Sunny has allowed for the evolution of his little gang group. Solar Masterminds can forgo an hour of Solar Torch charge to regain one Level 1 Spell Slot. Two hours allow for one Level 2 or two Level 1 Spell Slots. You also gain Darkvision of 30ft.
Torch Upgrade
9th Level
New Blueprints came out for the Solar Torch 2.0! Here are the new changes in the update:
- Torch Beam now does 3d6 damage
- Allies heal in your Sunbeam, recovering 1d4 per short rest (depending on their rest, not yours. You can heal several times, but they get one use.)
- You can expend 4 hours of Torch Storage to cause a Flashbang. All creatures within 30ft must make a Constitution Save or take 4d8 radiant damage. Once per long rest
Solar Self
15 Level
You have evolved to accept Solar energy. While in direct sunlight, you do not age or tire, nor do you require food or water. Solar Torch can last 24 hours after 8 hour charge, and does 6d6 damage and 8d6 to undead. Solar Torch beam in under the effect of X-Ray and Truesight. Spell Slot and Flashbang usage restoration is independent from Solar Torch charges, and are based off of YOUR CHARGE! That’s right! You also absorb energy (up to 12 hours) and can use it for Spell Slots and Flashbangs.
Previous Versions
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8/25/2021 6:31:16 PM
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8/25/2021 6:34:21 PM
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7
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Coming Soon
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