Solarflare Vanguard (5e Subclass)

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Solarflare Vanguard[edit]

Fighter Subclass

Amidst the chaos of battle, where darkness seeks to overwhelm the light, the Solarflare Vanguards stand as fierce protectors of the day, channeling the relentless fury of the sun itself. Clad in armor that gleams like the heart of a star, these warriors are the incarnate wrath of solar fire, turning the battlefield into a scorched canvas with their blazing might. They draw upon the sun’s unforgiving heat and brilliant radiance, wielding it as both shield and weapon. To face a Solarflare Vanguard is to stand against the sun’s own tempestuous fire—a relentless, purifying force that seeks to burn away shadow and corruption.

Solar Fury

At 3rd level, you gain the ability to channel the searing power of the sun into your attacks, igniting your weapons with intense solar flames. When you hit a creature with a melee weapon attack, you can expend one use of your Solar Fury to deal extra fire damage equal to your proficiency bonus.

Additionally, if the target is a creature that has vulnerability to fire damage or is undead, fiend, or a creature of darkness, the extra fire damage is doubled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest.

Blazing Mantle

Beginning at 3rd level, you harness the sun's radiance to forge a mantle of blazing light around you. As a bonus action, you can activate the Blazing Mantle, which lasts for 1 minute or until you dismiss it as a free action. While the Blazing Mantle is active, you emit bright light for 20 feet and dim light for an additional 20 feet.

Additionally, any creature that starts its turn within 5 feet of you or hits you with a melee attack while within 5 feet of you takes fire damage equal to your proficiency bonus. This damage represents the scorching heat and solar energy radiating from your Blazing Mantle, punishing those who dare to come too close.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses after you finish a long rest.

Solar Resilience

By 7th level, your constant exposure to and channeling of solar energy has fortified your body and spirit, granting you resilience akin to the enduring sun. You gain the following benefits, embodying your strengthened bond with the sun's relentless force :

  • Endurance : You gain resistance to fire damage, reflecting your adaptation to the searing heat of solar flames. This resilience allows you to wade through flames and endure fiery environments with minimal harm.
  • Dazzling Presence : Whenever you succeed on a saving throw against being blinded or dazzled, you can choose to reflect the blinding light back at the source or an attacker within 30 feet. The reflector must then succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of their next turn. This reaction represents your ability to not only resist but also redirect the overwhelming brilliance of light, turning potential vulnerabilities into weapons.
  • Solar Recovery: You gain the ability to absorb sunlight to heal your wounds. When you are in direct sunlight, you can spend 10 minutes basking in its warmth to regain hit points equal to 1d10 + your fighter level. This feature can be used once, and it resets after you finish a long rest. The sun's vitality flows into you, knitting together injuries and bolstering your spirit, a testament to your deepening connection with the source of your power.
Solar Lance

At 10th level, you've learned to focus the sun's energy into a devastating beam of light, creating a weapon of pure solar power. Once per turn, when you take the Attack action, you can replace one of your attacks with a Solar Lance attack. This attack is a ranged spell attack (using your fighter level + your proficiency bonus to hit) with a range of 60 feet. On a hit, the Solar Lance deals 2d10 fire damage plus an additional 1d10 radiant damage to the target.

Furthermore, if the target is in direct sunlight, the Solar Lance ignites a blinding flare upon impact. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of your next turn. This represents the concentrated fury of the sun itself, a focused beam of destruction that not only burns but also dazzles your enemies with its brilliance.

You can use the Solar Lance feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses after you finish a long rest.

Radiant Command

By the time you reach 15th level, your connection with the sun has imbued you with the authority to command its radiant energy with precision and potency. This newfound power grants you the following abilities :

  • Sunspot Mark : As a bonus action, you can mark a creature you can see within 60 feet. The mark lasts for 1 minute or until the target is hit by your Solar Lance. While marked, the target sheds dim light in a 15-foot radius, and the first time you hit the marked target with your Solar Lance during the mark's duration, you deal an additional 2d10 radiant damage, and the mark ends. This ability can be used a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses after a long rest.
  • Radiant Coordination : When you hit a marked target with your Solar Lance, you can choose up to three allies within 30 feet of you. Those allies can use their reaction to make a weapon attack against the marked target, benefiting from a burst of radiant energy that guides their strike. This represents your ability to not only harness solar energy for your own attacks but to also direct its power to bolster your allies' efforts.
  • Blaze of Glory : Once per long rest, when you activate your Blazing Mantle, you can choose to enter a Blaze of Glory for 1 minute. During this time, the bright light you emit increases to 30 feet, and the dim light to an additional 30 feet. Furthermore, any creature that starts its turn within the bright light or hits you with a melee attack while within the bright light takes fire damage equal to twice your proficiency bonus. This embodies the zenith of your solar empowerment, turning you into a beacon of punishing light and heat that enemies dare not approach lightly.
Solar Nova

At 18th level, your mastery of solar energies reaches its zenith, allowing you to unleash a Solar Nova, a catastrophic explosion of solar power that radiates from you, embodying the destructive force and life-giving energy of a supernova.

  • Solar Nova Activation : As an action, you can activate your Solar Nova. When you do, each creature of your choice within a 30-foot radius of you must make a Dexterity saving throw. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes 4d10 fire damage and 4d10 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded.

Additionally, the ground within this radius becomes scorched earth, which counts as difficult terrain for your enemies and lasts for 1 minute. Allies within the radius at the time of the explosion gain temporary hit points equal to half the total damage dealt to enemies by the Solar Nova, symbolizing the life-giving aspect of your solar power.

  • Solar Rebirth : If you are reduced to 0 hit points but not killed outright, you can choose to immediately cause a Solar Nova as you fall. This does not count against your uses of Solar Nova. You then return to consciousness with hit points equal to half your hit point maximum. This dramatic resurgence represents your indomitable spirit and the cyclical nature of solar phenomena—just as the sun sets, it also rises. After using Solar Rebirth, you must finish a long rest before you can use it again.

You can use the Solar Nova feature once, and you regain the ability to do so after you finish a long rest.

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