Solari (5e Race)
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On heaven and earth, I alone am honored.
|The two different forms of a solari.|
Solari resemble humans, for the most part, their size and physique depend on the time of the day. During the night, a solari is only about 4 feet in height and visibly scrawny, and may appear to be a human child. After dawn, a solari grows to nearly double their height, and becomes visibly muscular. During the day, a solari can pass for an extremely large and muscular adult or can be compared to golaiths and Half-Orc's.
Solari are said to be literally born from the sun, when a piece of the sun in the form of a shooting star falls to the material plane. Once a solari reaches an adolescence age, their power emerges into one of duality. During the day, a solari is courageous, powerful, and full of pride. At night, solari tend to be more shy, physically frail, and sensitive. Solari are often looked down upon as monsters due to their supernatural nature. Despite this, they can pass for humans, and usually try to live among them.
Solari usually take on names that represent the sun.
Male: Escanor, Samuel, Regis, Gabriel, Tulen, Mael, Belenus
Female: Rhitta, Micaiah, Felicia, Jenna, Seira, Lily
Human-like creatures born from the sun, who are strengthened during the day and weakened at night.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. A solari reaches adulthood in their early teens, and are said to be able to live as long as the sun graces the land with its light.
Alignment. The alienation a solari experience breeds independence, and they overall tend towards the gentler freedoms that the chaotic alignments grant. However, they are always, without exception of good alignment.
Size. A solari's size and weight vary greatly with the sun cycle. Your size is either Small or Medium depending on your Dual Nature trait.
Speed. Your base walking speed is either 25 or 35 feet depending on your Dual Nature trait.
Dual Nature. After dusk and before dawn, your height is just over 4 feet tall, your base walking speed is 25 feet and your size is Small. After dawn and before dusk, your height is about 8 feet, your base walking speed is 35 feet and your size is Medium.
Sunshine. While in an area of bright sunlight, or after dawn but before dusk, you have the following benefits:
- You have advantage on Strength ability checks.
- You have advantage on Strength and Constitution saving throws.
- You have advantage on saving throws against being frightened.
- The area in a 10-foot radius around you cannot be affected by darkness, magical or otherwise.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
In addition, you are able to use your Sun Strike and Cruel Sun traits if they are available.
Sun Strike. When you would successfully strike a creature, you can use a bonus action to ignite your strike with radiance. Your attack deals bonus radiant damage equal to your level. You must complete a short or long rest before you can use Sun Strike again.
Cruel Sun. As a bonus action, you can force creatures within a 15-foot radius centered on you to make a con save as if under the effects of Extreme Heat, as described in chapter 5 of the Dungeon Master's Guide. This effect lasts until the start of your next turn, and any creature who enters this 15-foot radius while Cruel Sun is still in effect must make the same save. You must complete a short or long rest before you can use Cruel Sun again.
Night. While in darkness, or after dusk but before dawn, you have disadvantage on attack rolls, ability checks, and saving throws. In addition, you cannot use your Sun Strike and Cruel Sun traits.
Languages. You can speak, read and write Common and your choice of Celestial or the Primordial dialect of Ignan.