Solar Sentinel (5e Subclass)
From D&D Wiki
Solar Sentinel[edit]
Fighter Archetype
Solar Sentinels are exceptional warriors who channel the power of the sun itself. This power takes many forms, whether it be unleashing the relentless fury of the sun's heat upon evildoers or guiding the lost and frightened with the sun's unwavering light.
A Solar Sentinel embodies more than the sun's power but also its aspects. They are harsh to their enemies but gentle and warm to their allies. They are a simultaneously a beacon of hope and a herald of destruction.
- Class Features
Level | Feature |
---|---|
3rd | Solar Magic, Solar Guardian |
7th | Inner Sun |
10th | Sun's Courage |
15th | Improved Solar Magic |
18th | Sun's Judgement |
- Solar Magic
At 3rd level, you learn to harness the power of the sun to cast spells in unique ways. You learn the light and sacred flame cantrips.
When you cast light, you gain the following benefits:
- You can cast this spell as a bonus action.
- You can cast this spell at a range of 30 feet.
- You don't need material components.
Charisma is your spellcasting ability for your Solar Sentinel spells. If a Solar Sentinel spell or feature requires a saving throw, your Solar Magic save DC equals 8 + your proficiency bonus + your Charisma modifier.
- Solar Guardian
Also at 3rd level, your light lashes out at any who would harm you or your allies. When you or a friendly creature that is in the bright light created by your Solar Sentinel spells is hit by an attack, you can use your reaction to attempt to blind the attacking creature. The attacker must succeed on a Constitution saving throw or become blinded until the end of its next turn.
You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of 1). You regain all expended uses of this feature when you finish a short or long rest.
- Inner Sun
At 7th level, you are accustomed to the sun's searing radiance. You have resistance to radiant damage.
In addition, when you take the Attack action, you can forgo one of the attacks to cast sacred flame. When you do so, the target takes half damage on a failed save.
- Sun's Courage
At 10th level, you and any friendly creatures that start their turn within the bright light created by your spells gain a number of temporary hit points equal to your Charisma modifier (minimum of 1).
- Improved Solar Magic
At 15th level, you learn the daylight Spell. You can cast daylight a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Additionally, when you cast sacred flame on a creature that is in the bright light created by your spells, it has disadvantage on its Dexterity saving throw.
- Sun's Judgement
At 18th level, the sun's power is unleashed in its most destructive form. By channeling the sun's energy you can cast sunbeam.
After using this feature, you can't use it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses