Solar Knight (5e Class)
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The Solar knights are a very jolly group of happy go-getters ready for life. They have the sun on their side after all!
Creating a Solar knight
Solar Knights are often jolly, happy-go-lucky, and friendly people. They are willing to help any one who is in trouble and fill them with radiance as if from the sun itself. They ignore the broods and hatreds of life and focus on what's good. They are always looking for a reason to be happy on the Earth while the sun shines on.
As a solar knight, you were taught to use very specific weapons. Ones that the sun can shine upon properly.
- All Solar Knights worship the Sun
- All Solar Knights count as Paladins.
As a Solar Knight you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Pick one af any artisan tool
Saving Throws: Strength, Wisdom
Skills: Persuasion, Religion, and two other skills
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword and Flail or (b) Any martial melee weapon
- (a) A breastplate or (b) Chain shirt and 10GP
- (a) A heavy crossbow and 10 bolts or (b) A light crossbow and 30 bolts
- A shield, a sun symbol, a set of common clothes, and an explorers pack
|1st||+2||2||Solar Charges, Power of the Glow, Sun Strike|
|4th||+2||6||Ability Score Improvement|
|5th||+3||7||Solar Blessing, Extra Attack|
|6th||+3||8||Sun Strike (2), Solar Seal|
|7th||+3||9||Solar Way Feature|
|8th||+3||10||Ability Score Improvement, Sun Rays|
|9th||+4||11||Solar Blessing (2)|
|10th||+4||12||Solar Seal (2), Power of the glow (2)|
|11th||+4||13||Solar Way Feature|
|12th||+4||14||Ability Score Improvement|
|15th||+5||17||Estus Soup, Solar Seal (3)|
|16th||+5||18||Ability Score Improvement|
|17th||+6||19||Solar Way Feature|
|18th||+6||20||Sun Strike (4), Solar Blessing (3)|
|19th||+6||21||Ability Score Improvement, Solar Blessing (4), Solar Seal (4)|
|20th||+6||22||Sun Strike, Solar Way Feature|
The power of the sun fills you with determination and the ability to smite your foes!
The Solar Knight draws power from the sun to fuel its special features. Your abilities will cost varying amounts of Solar Charge depending on their difficulty. As your devotion to the sun grows, you will be able to focus your Solar Charges into more powerful effects. Solar Charges are regained by taking a short rest in direct sunlight.
While you have Solar Charge available, you will emit a radiant glow of a luminosity depending on the amount of Solar Charges. At two solar charges or less you glow lightly. At three to five solar charges you illuminate a 5 foot cube in dim light. At five or more solar charges you illuminate a 10 foot cube in dim light.
At first level, you have 2 charges
Power of the Glow
When in direct sunlight, you have advantage on Strength, Constitution, and Wisdom checks and saving throws. At the 10th level,When in direct sunlight, add half your proficiency bonus to your proficiency bonus.
When you make a melee weapon attack you can choose to make it a Sun Strike. If the Sun Strike hits, you deal 2d4 radiant damage in addition to the weapon's damage. You may only use this feature an amount of times equal to your proficiency modifier. Activate this feature after a successful attack roll. You regain uses after a short rest in direct sun light, a long rest, or you may spend a solar charge to activate this power. At the 6th level, The sun smiles upon you and your Sun Strike now deals 4d4 extra damage. At the 13th level,The sun smiles upon you once again, and your sun strike now deals 4d6 extra damage. At the 18th level, You have nearly mastered the art of channeling the sun and your sun strike now deals 4d8 radiant damage. At the 20th level, the Sun has fully submitted its power to you. When a creature takes radiant damage from your Sun Strike, if the damage is over or equal to 30, the creature makes a Constitution saving throw. If the creature fails this throw, it becomes petrified. This effect costs an additional two solar charges.
- Sun strike (5) save DC: 8 + your wisdom modifier + proficiency.
At 2nd level, You may emit a white, yellow, or red light from your body. This effect lasts 1 hour and gives off the same light as a torch. You may end this effect immediately if you wish to. You must wait until you complete a short rest in direct sunlight to use this again, or consume a Solar Charge. Requires concentration to maintain.
You have traveled and destroyed many a' foe. It is time for you to take an aspect of the sun and focus on it. Beginning at 3rd level choose one Solar way, and gain the appropriate features. May your choice reflect your true love for the sun.
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.
When you reach 5th level, by using a bonus action on your turn you can call upon the sun to enchant you or two allies with a blessing. Activate this feature by using the gesture "Praising The Sun"(see The Sun page). This blessing grants +1 AC. You must wait until you complete a short rest in direct sunlight to use this again, or consume two solar charges. This effect lasts for 1 minute. You may only use this feature on an ally that you can see or is using the "Praise The Sun" gesture at the same time as you. At the 9th level, Your solar blessing has gained in power, and may now affect you and one ally, or three allies. At the 16th level, Your solar blessing has been honed to near perfection. Solar blessing now gives +2 AC rather than +1. At the 19th level, You have perfected your Solar blessing. It now can affect you, and 3 other willing creatures.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At the 6th level, with a bonus action on your turn, you seal a creature you have in direct line of sight in a circle of radiant light. Activate this feature by using the gesture, "Praise The Sun!" (see The Sun deity page). The creature must make a dexterity saving throw. On a failed save it takes 4d6 radiant damage and it is blinded until your next turn. On a successful save it takes half damage and isn't blinded. You must complete a short rest in direct sunlight to use this again, or consume two Solar Charges. At the 10th level,Your solar seal has gained a considerable amount of power. You may now treat 1s and 2s as if they were 3s. At the 15th level, Your solar seal has been honed to near perfection. You may now cast solar seal on two creatures you can see if they are within 15feet of each other. At the 19th level, Your have perfected your Solar seal. It now deals 8d6 radiant damage. And stuns (instead of blinding) targets that fail the saving throw until the beginning of your next turn.
Solar Seal Save DC= 8 + your wisdom modifier + proficiency
You can cause solar light to radiate from any place. A spot that you can see radiates with sunlight for 1 hour. This light spreads evenly over a 60 by 60 by 60 foot cube. This light is not blinding, nor is it heated. This light is considered sunlight. If the spot chosen for the light to radiate from is covered, this effect ends. You must wait until you complete a short rest in direct sunlight to use this again.
At the 14th level, with an action, you reinforce yourself with the power of radiance. You gain +2 ac and resistance to a damage type of your choice. This effect lasts 3 minutes. Costs two Solar Charges. This don't stack if you do it multiple times.
At 15th level you learn the fine art of cooking estus. Once per long rest, at a rest you may cook up a batch of invigorating soup that grants up to 5 people 1d10+ your WIS modifier temporary hit points each.
Order of the Burning Sun
You have chosen to be the fire and flame that the sun glows with harshly. Fire and flames of the sun will smite your enemies and awe your allies.
Beginning when you choose this solar way at 3rd level, all radiant or fire damage now does an extra 1d4 fire damage. This damage is increased to 1d8 in direct sunlight. At 12th level this damage increases to 2d4 and 2d8.
Starting at 3rd level when you choose this Solar way, you gain proficiency with heavy armor and land vehicles
Starting at 7th level, you may set your armor ablaze and cause damage to those risking an attack against you. This fire does not harm you or your armor. All creatures that make an attack against you have disadvantage, and take 2d4 fire damage on a successful hit, and 1d4 fire damage in a failed one. This effect lasts 1 minute. You must wait until you complete a short rest in direct sunlight to use this again, or consume two Solar Charges.
Sun at Hand
Starting at 11th level, with an action, you can summon a line of The Sun's flame at any location. You deal 8d6 fire damage to a creature within a 30 foot wide by 50 foot long line. The flame stays in place for 1 minute or you can dissipate, ending this effect. Any creature other than the Solar Knight which moves into this fire for the first time or starts its turn in this fire will be inflicted with 8d6 fire damage. You must complete a short rest in direct sunlight to use this again, or consume three Solar Charges.
Starting at 17th level, when you take fire damage, you only take damage equal to 1d4 radiant damage and gain 2d4 temporary hit points.
The Fire Champion
Starting at 20th level, you may channel the sun straight through your body and fibers of being. Activate this feature with an action. All of your attacks will be enabled with Sun Strike, though they will not petrify and now deal fire damage instead. You also gain the effects of Burning Armor in addition to becoming immune to fire damage and heal for half of the would be fire damage. This effect lasts for 1 minute and consumes 7 Solar Charges. You have to finish a long rest before you can use this feature again.
Way of the Healing Sun
Beginning at 3rd level when you choose this Solar way, when you activate radiance it now causes all friendly creatures within a 30-foot circle to gain temorary hit points equal to the numbers rolled on 2d4 + your wisdom modifier for 1d4 hours. This amount increases to 2d6 at level 6, 2d8 at level 9, 2d10 at level 12, and 2d12 at level 15.
Starting at 3rd level when you choose this Solar way, if the glow from Solar Charges is active on you, all humanoids with an intelligence below 6 will assume you're of the good alignment. You also gain proficiency in medicine if you do not have it, or double proficiency if you already do. Also when taking a short rest if you or others with you roll a 1 on their hit die they may reroll it and take the second result.
Beginning at 7th level, you can call upon The Sun to heal an ally greatly. An ally you can see that is also in direct sunlight Gains your wisdom modifier + (solar knight level) d4 hit points. This feature is activated by using the gesture, "Praise The Sun!" (see The Sun page). You must wait until you complete a short rest in direct sunlight to use this again, or consume two Solar Charges.
Beginning at 11th level, the light cast by Radiance will heal you and friendly targets for 2d4 + your wisdom modifier per turn after its first use. You also become immune to all radiant damage.
Link with The Sun
Starting at 17th level, as a bonus action you may link a willing creature you can touch with the sun. This creature gains one of the following features for 1 minute.
- advantage on all saving throws
- +2 Ac
- deals an extra 1d6 radiant damage on melee attack rolls per solar charge spent on this (max3)
Any of these effects require a solar charge to activate.
The Suns Eternal Rise
Starting at 20th level, as an action you can nullify the effects of all conditions currently effecting a creature you can see, and restore it to full hit points. This feature is activated by using the gesture, "Praise The Sun!" (See The Sun page). This feature consumes 7 Solar Charges. You have to finish a long rest before you can use this feature again.
Way of the True Sun
Heir of The Sun
Beginning at 3rd level when you choose this solar way, you can directly speak to The Sun at a shrine of The Sun(see The Sun deity page). Make a wisdom saving throw, if you succeed you may speak directly with The Sun without fail. If you fail, you cannot attempt to speak to The Sun again for 24 hours this is reduced to 12 hours at level 15. The Sun can give knowledge, blessings, and gifts, but does so sparingly. (see The Sun deity page for exact stats)
Starting at 3rd level when you choose this solar way, you gain proficiency in two of the following: arcana, heavy armor, and history.
The Sun's Own Determination
Starting at 7th level, The Sun can fill you with determination. When you drop to 0 hit points, you can immediately go back to one hit point and take a movement action. You may use this feature again after finishing a long rest.
Greater Sun Strike
Starting at 11th level, your Sun strike can be filled with even more energy than usual. You may now use up two Sun strikes and roll the damage done by one of your sun strikes twice. For example, a 2d4 sun strike can take up two of your Sun strikes and deal 4d4 instead.
Starting at 17th level, you can cause The Sun to flare down on a single opponent. An enemy creature you can see must make a Wisdom saving throw. If it fails this throw, takes 5d6 radiant damage and is stunned for 2 rounds. If it succeeds it takes half damage and is not stunned.
- Solar flare save DC: 14 + wisdom modifier.
Ultimate Sun Heir
Beginning at 20th level, you can speak with The Sun at any time and in any place and is much more likely to aid you. While in direct sunlight you gain advantage on all saving throws. You may also regain all Solar Charges by taking no actions on your turn. You may only regain Solar Charges in this way once per short rest in direct sunlight.
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites:STR 13 WIS 13
Proficiency. When you multiclass into the class, you gain the following proficiencies: Religion and Persuasion