Iron Solari (5e Class)
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- 1 Iron Solari
- 1.1 The Dawn has Arrived
- 1.2 Creating a Iron Solari
- 1.3 Class Features
- 1.3.1 Table: The Iron Solari
- 1.3.2 Locket of the Iron Solari
- 1.3.3 Sunlight
- 1.3.4 Sense Fiend
- 1.3.5 Fighting Style
- 1.3.6 Iron Solari Archetype
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Zenith Blade
- 1.3.10 Eclipse
- 1.3.11 Solar Flare
- 1.3.12 Shield of Daybreak
- 1.3.13 Brand Expert
- 1.3.14 Solar Inspiration
- 1.4 Iron Defender
- 1.5 Iron Blade
- 1.6 Multiclassing
A member of the Council of the Iron Solari seeking to wipe out the fiends that plague the mortal realm.
The Dawn has Arrived
The Council of the Iron Solari is an elite order of knights dedicated to wiping out the fiends that plague the world.
Creating a Iron Solari
When creating an Iron Solari consider what made your character go down this path. Did they have a run in with a demon that took someone precious from them? Do they follow a god that has it out for fiends? Do you follow the path of protecting the innocent when fiends are about? Or do you actively seek out fiends to purge them from the realm?
- Quick Build
You can make a Iron Solari quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier or other similar background.
As a Iron Solari you gain the following class features.
- Hit Points
Armor: all armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, History, Perception, Persuasion, Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword and shield or (b) Greatsword or (c) Greataxe
- (a) Scale Mail or (b) Chain Mail
- (a) Shortbow and 20 arrows or (b) Light Crossbow and 20 bolts
- (a) An Explorer's pack or (b) A Dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|1st||+2||1d4||Locket of the Iron Solari, Sunlight|
|2nd||+2||1d4||Sense Fiend, Fighting Style|
|3rd||+2||1d4||Iron Solari Archetype, Class Archetype Feature|
|4th||+2||1d4||Ability Score Improvement|
|7th||+3||1d6||Class Archetype Feature|
|8th||+3||1d6||Ability Score Improvement|
|10th||+4||1d8||Solar Flare (1x)|
|11th||+4||1d8||Shield of Daybreak, Class Archetype Feature|
|12th||+4||1d8||Ability Score Improvement|
|15th||+5||1d10||Class Archetype Feature|
|16th||+5||1d10||Ability Score Improvement|
|17th||+6||1d10||Solar Flare (2x)|
|18th||+6||1d10||Class Archetype Feature|
|19th||+6||1d10||Ability Score Improvement|
|20th||+6||1d12||Solar Flare (3x)|
Whenever this class refers to a Iron Solari save DC you use the formula below to calculate it.
Locket of the Iron Solari
At 1st level you gain a Magical pendant given to you by the Council of the Iron Solari, this pendant proves you are part of the Iron Solari. The pendant lets you channel your power gained through this class, without it you cannot use the classes special abilities. In addition, as an action you can channel the power of the sun to strengthen your allies, granting all allies within 20 feet temporary hitpoints. These temporary hitpoints are equal to x + your charisma modifier (minimum 1), where x is your Iron Solari level. You regain the use of this ability when you finish a long rest. If lost you must travel to an Iron Solari base and spend 50gp to get another one.
At 1st level, when you successfully hit a creature, you mark them with a brand of sunlight. When an ally hits a target marked with a brand, it explodes with radiant energy dealing an extra 1d4 radiant damage to the target. An enemy can only be afflicted with one brand at a time, which disappears after exploding. Only one brand can explode per hit, and all brands get removed when combat is over. As you level up your Iron Solari, you become able to apply more brands to a target and increase the amount of damage inflicted. At level 10, you can have two brands on a single target, and at level 20, you can have three brands on a single target.
Starting at 2nd level, you gain the ability to sense fiends. As an action, until the end of your next turn, you know the location of any fiend within 150 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. You can use this feature a number of times equal to 1 + your charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses.
Starting at 2nd, you can pick one fighting style to gain:
While you're wearing armor you gain a +1 to AC.
- Greater Weapon Fighting
When you roll a 1 or 2 on a damge die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this.
Iron Solari Archetype
At 3rd level, you choose an archetype to pursue to increase your strength. Choose between the Iron Defender or the Iron Blade, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Starting at 6th level, you gain the ability to project a solar image of your weapon dealing radiant damage to all enemies in a line with a chance to magically root them in place until the end of their next turn. As an action you send out a projection of your weapon in a 30 feet by 5 feet line dealing 2d6 radiant damage and then must make a constitution saving throw or be magically rooted and unable to move until the end of their turn. The damage of this ability increases to 3d6 at 10th level, and 4d6 at 15th level. You can use this ability a number of times equal to your charisma modifier + 1 (minimum 1). You regain all expended uses of this feature after a long rest.
Starting at 9th level, you can cover yourself in radiant energy to increases your defenses for a short time. As an action you can activate this ability to temporarily increase your AC by 3 for 3 rounds. At the end of the third round you explode with radiant energy damaging all enemies within 15 feet of you for 3d6 radiant damage, increasing to 4d6 at level 15, and 5d6 at level 20. Additionally if you are part of the Iron Defender archetype you gain two extra uses of this ability. You regain the use of this ability after a long rest.
Starting at 10th level, you gain access to the ultimate ability of the Iron Solari. As an action call down a beam of solar energy to a point of your choosing within 90ft dealing 8d6 radiant damage to all targets within 15 feet, enemies in the area may make a dexterity saving throw to take half damage on a successful save and full damage on a failed one, and reducing their speed by 30 feet until the start of your next turn. Enemies within 5 feet of the center must also make a constitution saving throw or get stunned for one round. You regain all expended uses when you finish a long rest. As your level increases you become able to use this ability more often, starting at 17th level you can use it twice, and at 20th level three times per long rest.
Shield of Daybreak
Starting at 11th level, you gain the ability to bash enemies with your shield dealing damage and having a chance to stun them. As a bonus action you can attempt to shield bash one enemy within 5 feet of you, on a successful hit deal 2d8 bludgeoning and 2d8 radiant damage and must make a constitution saving throw or be stunned until the end of their next turn. You can use this ability a number of times equal to your charisma modifier + 1 (minimum 1). You regain all expended uses of this feature after a long rest.
Starting at 13th level, you have become an expert of applying your brands to enemies. Zenith blade, Eclipse, Solar Flare, and Shield of Daybreak now apply a brand to your enemies when they deal damage.
Starting at 14th level, you become a beacon of inspiration for your allies helping them fight the toughest battles. All allies within 15 feet get a bonus to their saving throws equal to your charisma modifer + 1 (minimum 1). This bonus applies only if you are conscious and have line of sight to your ally.
Using a shield as a bulwark to protect and defend your allies, putting yourself between them and danger. When you gain level in this archetype you become able to channel different powers through your pendant to help you and your allies.
Starting at 3rd level, you can call upon the power of the sun to heal your allies and damage your enemies after a small delay. As an action you call out to the sun, at the start of your next turn waves of energy burst forth from you in a 20 foot radius healing all allies for 2d4 hit points, and dealing half as much radiant damage to all enemies. The healing of this ability increases by 2d4 every time you gain a feature in this archetype, ex. at 18th level it would heal for 10d4. You can use this feature a number of times a day equal to your proficiency bonus, regaining all uses after a long rest.
- Forgefire Cape
Starting at 7th level, you can channel the power of the Forgefire through your pendant for one minute. As a bonus action, for the next minute hot forgefire radiates from you increasing your AC by 2 and dealing 2d6 + Charisma modifier (minimum 1) radiant damage to enemies within 10 feet at the start of your turn. You regain the use of this feature after a long rest. Cannot be used in addition with another power from the Iron Defender archetype besides Redemption.
- Frozen Heart
Starting at 11th level, you can channel the power of the Frozen Heart through your pendant for one minute. As a bonus action, for the next minute a strange chill radiates from you slowing all nearby enemies. All enemies within 30 feet of you lose one of their attacks from their attack action; this applies to melee attacks and ranged attacks, but not spell attacks. You regain the use of this feature after a long rest. Cannot be used in addition with another power from the Iron Defender archetype besides Redemption.
- Warmog's Armor
Starting at 15th level, you can channel the power of Warmog through your pendant for one minute. As a bonus action, for the next minute your self healing capabilities are greatly increased. If used out of combat it heals you for 10% of your health every six seconds and cures you of all poisons and diseases every time it heals you. If used in combat you gain a 100 point healing pool, at the start of every turn decrease the pool by 10 and heal yourself 10 hit points, any excess healing is converted into temporary hit points. If you are dropped to 0 while this ability is active you can use your reaction to instead use up the rest of the healing in the pool, healing yourself for half of the remaining points. You regain the use of this feature after a long rest. Cannot be used in addition with another power from the Iron Defender archetype besides Redemption.
- Blessing of the Sun
Starting at 18th level, the Sun blesses your pendant to provide lasting buffs on you to aid you in your journey. After every long rest you can expend the use of one the the pendants powers to give you a lasting buff until your next long rest, you may use this in addition with another power granted by the Iron Defender archetype.
By expending the use of Forgefire Cape you are able to use your bonus action to turn on/off your forgefire, while it is active you gain a +1 to ac and deal 1d6 radiant damage to enemies within 10 feet.
By expending the use of Frozen Heart as a bonus action you can slow the attacks of one target within 30 feet until the start of your next turn, see Frozen Heart above.
By expending the use of Warmog's Armor you gain the ability to regain 5 hit points every round as long as you are conscious, and you lose this function until the start of your next turn if you take any acid damage.
The best defense is a good offence. You chose this path to bring the fight to the demons with the power of a two handed weapon. Levels in this archetype will enhance your fighting prowess to make you a stronger foe.
- Titanic Swing
Starting at 3rd level, you can swing with such force that a shock wave emanates from your target dealing extra damage and hitting foes in a cone ahead of you. Using your reaction you can cause your attack to deal an extra 1d6 force damage to the target and the same damage to enemies in a 15 feet cone behind them. The damage of this ability increases by 1d6 whenever your sunlight damage increases. You can use this feature a number of times a day equal to your strength modifier +1 (minimum 1). You regain all expended uses of this feature after a long rest.
- Zenith Strike
Starting at 7th level, you enhance your Zenith Blade to increase its effectiveness. Whenever you Zenith Blade you deal extra damage to the target equal to your weapons damage die, ex. a longsword does an extra 1d8 and a greatsword would deal an extra 2d6, your strength modifier does not apply to damage dealt this way. Finally you may choose to teleport to any point in the 30 foot line of Zenith Blade stopping the attack at that spot.
- Shoulder Bash
You don't use a shield and instead use your body as the weapon. Starting at 11th level, you can now shoulder bash an enemy instead of shield bashing for Shield of Daybreak. The attack now deals 4d8 bludgeoning damage that overcomes resistances, and if you have a Strength score greater to or equal to the enemies you impose disadvantage on the saving throw on the enemy to be stunned. The amount of times you can use this ability also changes to your strength modifier +1 (minimum 1) instead of your charisma modifier.
- Sun's Guidance
Starting at 15th level, whenever you use Zenith Blade, Eclipse, Solar Flare, or Shield of Daybreak, the Sun blesses your weapon. Whenever you use one of your abilities, until the end of your next turn your weapon has; an additional +2 to hit, deals an additional 2d6 radiant damage, and has an extra 5 foot of reach. You also gain one extra attack per attack action.
- Sun's Fury
Starting at 18th level, when you would first be reduced to less than half of your maximum hit point you can for free activate Sun's Fury for one minute. While under the effect's of Sun's Fury your Strength and Constitution increase by 4, you gain temporary hit points equal to half your maximum hit points, these temporary hit points only last for 5 rounds, and increase your weapons damage die by one step for the duration, ex. 1d8>1d10 or 2d6>2d8.
Prerequisites. To qualify for multiclassing into the Iron Solari class, you must meet these prerequisites: 13 Strength, 13 Charisma
Proficiencies. When you multiclass into the Iron Solari class, you gain the following proficiencies: Heavy Armor, Shields, Simple Weapons, and Martial Weapons