Warrior of the Sun (5e Class)
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Warrior of the Sun
The dreaded vampire king looks down upon the weak and frail human standing before him. The human is almost quivering in fear, with a giant golden ax on the ground behind him. It is almost morning. The vampire scoffs that this is the champion sent to defeat him, and as the king strikes the human down with a ray of darkness, the first rays of sunshine break through the window. All of a sudden, the human transforms, becoming ripped with muscles and the attack breaks in front of him. Holding the massive ax with just a single hand, he precedes to slice not only the vampire but the throne and the wall behind the king in half with a single strike. As the vampire falls to the ground and dies, he only watches as the human becomes more and more powerful as the sun gets higher in the sky.
Creating a Warrior of the Sun
|While a human, the weakest of the races, this man stands above them all|
Was your warrior ejected from his homeland due to jealousy over his power?
Did the strength of the sun accidentally cause him to harm a loved one?
Or was he admired and served as a hero for his deeds?
- Quick Build
You can make a warrior of the sun quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outcast background. Third, choose the great ax and chain mail armor.
As a Warrior of the Sun you gain the following class features.
- Hit Points
Armor: All Armor
Weapons: Simple weapons, Martial weapons
Tools: Bewers Supplies
Saving Throws: Strength and Constitution
Skills: Intimidation, Perception, and Athletics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Martial Weapon or (b) Any Simple Weapon
- (a) Chain Mail or (b) Scale Mail
- (a) An Adventures Pack or (b) A Dungeoneers Pack
- Glasses to Nullify the effects of sunshine
|1st||+2||Magical Ability: Sunshine, Intense Pride Overwhelming strength|
|2nd||+2||Magic Sense, Blazing Defense|
|3rd||+2||Path of the Sun|
|4th||+2||Ability Score Improvement, Godly Radiance, suns protection|
|8th||+3||Ability Score Improvement|
|10th||+4||Burst of Power, Path Features|
|12th||+4||Ability Score Improvement, Godly Radiance|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement, Godly Radiance|
|20th||+6||The ultimate one|
Magical Ability: Sunshine
At 1st level, you become blessed by the Sun through a type of magic called Sunshine. When the time is between 6 am and 6 pm you undergo the effects of sunshine. However, when under the effects of sunshine, use the following equation to determine your Strength, Dexterity, Constitution. Your Strength, Dexterity, and Constitution have no limits under the effects of sunshine.
From 6am-9am mod increase by 1, 9am-12pm mod increase by 2, 12pm-1pm increase mod 3, 1pm-3pm increase mod by 2 3pm-6pm increase mod by 1
You redetermine your hit points and maximum hit points as your Constitution changes. When sunshine is not activated all modifiers are nullified and hit points go back to normal. You also grow 2 feet per hour leading to 12pm and shrink 2 feet per hour after until 6pm
At 1st level, Sunshine effects you both physically and mentally. While you are under the effect of Sunshine, you have advantage on intimidation checks and on saving throws against being frightened. However, when you are not under the effect of Sunshine, you have disadvantage on intimidation checks and saving throws against being frightened.
Due to your size and power, while under the effects of sunshine your unarmed strikes deal 1d8+strength
At 2nd level, you gain the ability to sense the abilities and capabilities of others. When you use magic sense, pick one person within 60 feet. You learn if their strength, dexterity, and constitution is higher or lower than yours. You also learn the maximum level that they can cast spells.
At 2nd level, while under the effects of sunshine, your AC as 10 + your Strength modifier + your Constitution modifier. If armor is equipped, you can choose whether to use the armor's AC or this AC. If the armor is magical, you can use the armor's magical abilities even if you are using blazing defense.
Path of the Sun
At 3rd level, you chose a path of the sun that grants you extraordinary power in a specific area. Choose between Strength and Skill, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 13th, and 18th.
At 3rd level, the power of sunshine augments your physical strength immensely, so much so that you damage not only your target but nearby objects and creatures. While under the effects of sunshine, by using your action, you can make a single, powerful strike. Force every creature within a 10 by 5 foot line to make a dexterity saving throw against a DC equal to 8 + your strength modifier + your proficiency bonus. On a fail, they take 1d8 damage + your strength modifier and half on a success. All structures non worn or carried in the area take maximum damage. The dice increase to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. The area of effect increases to a 30 by 15 foot line at level 10.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 4th level, when under the effects of sunshine, if you fail a saving throw, you can choose to reroll it and take the new roll. You can only use the ability 1 time per long rest. This increases to 2 times at 12th level, and 3 times at 19th level.
Starting at 4th level your body is so used to immense heat you gain Resistance to fire damage, at level 11 you gain immunity
At 5th level, you can make 2 attacks instead of 1 whenever you take the attack action. This increases to 3 attacks at level 11.
At 6th level, your sunshine grows in power and you cannot contain all of it. While sunshine is active, all creatures within 15 feet of you take fire damage equal to your level each turn. This damage overcomes resistances and Immunity
At 9th level, you gain the ability to charge the sun into a single focal point. As an action while under the effects of sunshine, you can summon a blazing fireball that will float around you. While the fireball is active, you gain a +2 to your armor class and your intense aura will melt all nonmagical metal in its radius (excluding your own), rendering it destroyed in 3 rounds and dealing 3d6 fire damage to everyone who is wearing it. You can choose to shoot the fireball at anything you can see 30 feet in front of you. They must make at dexterity saving throw DC= 8+ Your proficiency bonus+ Your Constitution modifier, on fail they take 2d6 fire damage and 3d4 radiant damage and is pushed back 30 feet, on success they take half damage and aren’t pushed back
You can use this up to your original Constitution modifier
Burst of Power
At 10th level, you begin to store the power of the sun to use during the night. Once per long rest, when you are not under the effects of sunshine, you can use an action and transform, treating it as if it was 6 am for 10 minutes, granting the effects of sunshine. When the transformation ends, you are knocked unconcious for 1 minute.
At level 13, You become consumed with a thought that you are the strongest thing to ever exist. You are immune to being frightened
Starting at level 15, between 12 and 1 for 1 minute you can furthermore tap into the power of sunshine becoming more powerful Than even the gods themselves radiating immense heat enough to melt the stone under your feet, you then grow and become even stronger becoming 40 feet tall. While in the form “the one” your under these effects
- all damage you deal is doubled
-AC Increases by 10
-you become Resistant to all damage
- you cannot be knocked Prone, possessed, charmed, or Frightened
- you have a 10 foot aura around you dealing 3d10 fire damage to anyone in it at the start of your turns
- all damage is magical
At the end of the minute you gain 3 levels of exhaustion and cannot use Cruel sun
At level 17, While engaged in combat with an opponent they cannot recover any hit points unless they are 60 feet away as your magical power is too powerful to instantly recover from.
At level 18, you place one hand on the ground and hold your weapon up in the air you grow 3 sizes more than whatever the enemy’s size is. You slash downward making a weapon attack before you hit but after the dice is rolled your enemy can choose to become frightened of you and flee from the battle if it hits they then take 5d20 slashing damage this damage is magical as to overcome immunities and resistances.
You can use this once per day and regain after a long rest
The One; Ultimate
At level 20, under the same conditions of “the one” you tap into a further power, than even “The one”. in this form you are unmatched and the gods envy the power you’ve been gifted your flesh might as well be deadly to touch and the fire in your soul burns hotter than even before you grow to 60 feet tall the pressure of your very being shakes the world around you. While in the form of “The One; ultimate” you your under these effects
- all damage you deal is tripled
- You’re immune to all damage
- you cannot be knocked Prone, possessed, charmed, or Frightened
- all damage you deal overcome immunities and resistances
- Your aura increase to 30 feet and all creatures within take 10d10 fire damage
At the end of the minute you take 5th level Exhaustion and only have 1 hit point remaining
The Sun of Strength
In this class, the sun grants you unimaginable strength in battle and lets you fully embody the heat of the sun.
- Increased Durability
At 3rd level, while under the effects of Sunshine, you gain a +2 to saving throws and in addition become resistant to nonmagical attacks. This changes to both magical and nonmagical attacks at level 11;
- Wrathful Aura
At 7th level, while intense aura is activated, you can take a bonus action to increase the intensity of the aura. The aura expands to 25 feet and all creatures within the aura instead take fire damage equal to your 2 times your level instead of your equal to your level. If their strength is less than yours while they are in the aura, their speed also decreases to 0.
- Divine Axe Rhitta
At 10th level, your connection to the sun grants you a magical weapon suited to your power. You gain a massive, golden, one handed battle-ax. This axe can only be wielded and lifted by you and you can only wield and lift it while under the effects of sunshine. This ax has several properties:
1. As a bonus action, you can call upon your ax. It will instantly fly to your hand no matter the distance. However, if it is on another plane, it will take 2 rounds to reach you.
2. Your ax deals 1d12 + your Strength modifier slashing damage per hit and its damage counts as magical for the purposes of overcoming resistances and immunities.
3. If you somehow lose your ax or it is destroyed, you can perform a 1-minute ritual at noon to resummon it. You can also use this ritual to allow the ax to take on the magical abilities of another magical weapon, however it can only have the abilities of 1 magical weapon at a time.
4. If you’re welding the axe you can choose to have it absorb your intense aura so as to not hurt things around it.
- Charge and release
At 14th level, All the aura Rhitta has collected can be released at once in the form of a ball of fire and light with a radius of 15 feet you can throw it up to 60 feet in front of you dealing 7d10 Radiant damage this damage overcomes Resistance and immunities everyone in range must make a Dexterity check dc= 8+ Your Proficiency bonus+ your strength . You must wait 7 days before this can be used again so that Rhitta can collect the magical energy it needs
- Holy Sword; Escanor
At 18th level, whilst in the forms “The one” and “The one; Ultimate” You can deal a massive strike with nothing but your hand. you can cut through anything including the flesh of a god and it’s an automatic hit with a Strength DC 25, on failure the target takes 10d10 radiant damage and the creature is knocked unconscious. On success take half damage and do not become knocked unconscious. The damage rather failed or succeeded is still doubled or tripled Respectively
The Sun of Skill
In this path, the sun grants you unimaginable skill and prowess in battle backed by the increases of sunshine.
- Weapon Expertise
At 3rd level, while under the effects of sunshine, you gain a +2 to attack rolls when using a martial weapon. In addition, you can take the dodge action as a bonus action.
- controlled aura
At 7th level, you gain control over intense aura. As a bonus action, you can make any number of creatures in your aura immune to it until you use a bonus action to change it. In addition, you can focus your aura inwards. While your aura is active, your speed increases by 15 feet.
- Sacred Spear Ra
At 10th level, your connection to the sun grants you a magical weapon suited to your power. You gain a powerful, two-handed, golden spear. This spear can only be wielded and lifted by you and you can only wield and lift it while under the effects of sunshine. This spear has several properties:
1. As a bonus action, you can call upon your spear. It will instantly fly to your hand no matter the distance. However, if it is on another plane, it will take 2 rounds to reach you.
2. Your pike deals 1d12 + your Strength modifier piercing damage per hit and its damage counts as magical for the purposes of overcoming resistances and immunities. It also counts as a reach weapon.
3. If you somehow lose your spear or it is destroyed, you can perform a 1-minute ritual at noon to resummon it. You can also use this ritual to allow the pike to take on the magical abilities of another magical weapon, however, it can only have the abilities of 1 magical weapon at a time.
At 14th level, you begin to understand sunshine better and can choose to share it with another person if you do so you lose sunshine and everything the class gives you. Sunshine returns to you after that person dies or after one long rest. Once returned the other person loses one point of Constitution.
- Holy Spear; Escanor
At level 18, whilst in the forms “The one” and “The one; Ultimate” you’re so powerful your finger is all you need to defeat gods and demons alike. You thrust your finger forward and hit your Opponent The enemy makes a Constitution save dc 27 on failure the opponent takes 10d6 radiant and is pushed back 100 feet and is knocked prone on success take half and isn’t pushed back. Rather fail or success the damage is still doubled or tripled respectively.
No Multiclassing otherwise its really unbalanced EX: Barbarian with sunshine at noon = ez win = 38 in constitution with rage = 22 hit points per level = 440 hit points + rage = 880 hit points with like a 37 armor class cuz insane con and dex. NO MULTICLASSING