Warrior of the Sun (5e Class)
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- 1 Warrior of the Sun
- 2 Class Features
- 3 Paths Features
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 haunted one 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: All 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
|1st||+2||Magical Ability: Sunshine, Intense Pride|
|2nd||+2||Magic Sense, Blazing Defense|
|3rd||+2||Path of the Sun|
|4th||+2||Ability Score Improvement, Godly Radiance|
|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|
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 can take a free action to undergo the effects of sunshine. However, when under the effects of sunshine, use the following equation to determine your Strength, Dexterity, Constitution, and height (in feet). Your Strength, Dexterity, and Constitution have no limits under the effects of sunshine.
Changed value = Original Value * (1.5)^(((-2 * H) + 12)/12) + 2 rounded up H = number of hours till/past noon (whichever is smaller) (This number is always positive).
You redetermine your hit points and maximum hit points as your Constitution changes. While sunshine is not active, your Strength, Dexterity, Constitution, and size are cut in half of their normal values.
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.
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, XXXXX.
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.
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 half your level each turn.
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 (including your own), rendering it destroyed in 3 rounds and dealing 3d6 damage to everyone who is wearing it.
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 1 minute, granting the effects of sunshine. When the transformation ends, you are knocked unconcious for 1 minute.
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 level instead of half 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 ax 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.
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 pike 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.
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