Sunblade (5e Class)
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Sunblade[edit]
Inspired by the bravery of the martyr Portland the White, the Order of the Sunblades was formed to honor his great sacrifice. Hailing from the kingdom of Varrincia, this elite order of Knights has a special connection to the Sun and all things Holy. Much rarer than their common knights and soldiers, these Sunblades have the power to heal and protect allies using holy magic, cause considerable damage with their flame spells, along with spells to buff his allies and weaken his foes. Though almost exclusively made up of Sun Elves, special cases have occurred where other races have been accepted into the Order, such as with Aasimars. Only those who have shown great prowess in combat or absolute devotion to the Sun can hope to be knighted into the Sunblades.
Creating a Sunblade[edit]
A Sunblade is a spellcaster with great melee potential, spells so Strength should be your highest ability score, followed by Wisdom. Any background can be used as long as you make it work but the Noble, Soldier, or Acolyte background are probably the best fits. Lastly, Religion and Persuasion would work best as your skills for the class fantasy.
Class Features
As a Sunblade you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sunblade level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sunblade level after 1st
- Proficiencies
Armor: Light armor, Heavy armor, medium armor, Shield
Weapons: Martial Weapons, Simple Weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Intimidation, Religion, Persuasion, History, or Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial melee weapon and a shield or (b) two martial weapons
- (a) Light crossbow with 20 crossbow bolts or (b) A simple weapon
- (a) a scale mail or (b) chainmail
- (a) Priest's Pack or (b) Scholar’s Pack
- Holy Symbol
- If you are using starting wealth, you have 5d4*10gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Flame Touch, Sun Prayers | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Radiance, Minor Fireball, Radiant Strike | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Strength of the Sun | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Wrath (1d6) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Ardent Sacrifice | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Wrath (2d6) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Wrath (3d6), Divine Wrath | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Ardent Sacrifice Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
Not different a cleric, you worship a higher power that use you as a vessel for his own miracles. Thus, you cast spells much like a cleric does.
- Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sunblade table.
- Preparing and Casting Spells
The Sunblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a holy symbol (see “Equipment”) as a spellcasting focus for your cleric spells.
Flame Touch[edit]
At 1st level, you can use an Action, you Ignite your hands in holy flames and deal 1d6 fire damage to any creature you can physically touch. Add en extra 1d4 damage if you hit a vulnerable spot, such as the face.
Increases by 1d6 every two levels.
Sun Prayers[edit]
Also at 1st level, you learn how to use prayers to access the power of the sun. This is made through the use of Sun Words and Excerpts. Sun Words and Excerpts require you to use your Spell Slots to use.
Sun Word: Holy
You can spend a spell slot as an Action and touch a shield with a holy symbol, casting a shield enchantment, coating it with a white shimmer. This grants the shield a pool of d10s equal to 1d10, plus 1 per level of the spell slot spent. Whenever you take damage, you can use a reaction and roll any amount of dice from that pool, reducing the damage by that amount. The dice is maximized if you take fire or radiant damage.
The enchantment ends after all dice from the pool are depleted, after you use this feature again or if you take a rest.
Sun Word: Flame
You touch a shield with a holy symbol using a Bonus Action and spending a spell slot of 2nd-level or higher, casting upon it a shield enchantment, giving it a burning red appearance. For the next minute, whenever an attack made against you misses, you can use a reaction to cause a small blast of fire is released from your shield, forcing the attacker, if within 10 feet, to make a Dexterity saving throw, or take 2d6 fire damage. A Large or smaller creature that fails the save is pushed 10 feet back and knocked prone. The damage increases by 1d6 for each slot used after the 2nd.
Sun Excerpt: Flame
You touch your weapon and use an Action to spend a spell slot of 3rd-level or higher to cast an enchantment upon it, engulfing the weapon in flames for 1 hour or until you lose concentration (as if concentrating on a spell). For the next hour, attacks made with this weapon cause additional 1d8 fire damage. In addition, the weapon exudes the light of a torch for the duration.
You can spend a 5th level slot to use this excerpt, increasing the damage to 2d8.
Sun Excerpt: Holy
You touch your weapon and use an Action to spend a spell slot of 4th-level or higher to cast an enchantment upon it, giving the weapon a white glow and wrapping it in powerful light. For the next minute or until you lose concentration (as if concentrating on a spell), attacks made with this weapon cause additional 2d10 radiant damage. In addition, a creature hit by this weapon is blinded until the end of your next turn.
When you use a 5th-level spell slot to use this excerpt, you don't need to concentrate.
Radiance[edit]
At 2nd level, you can harness the power of sun to manifest solar powers. Your access to this power is represented by an amount of radiance points you have. You start by knowing two Radiance Powers: Minor Fireball and Radiant Touch, gaining more as you gain levels in this class.
You have an amount of Radiance Points equal to twice your proficiency bonus, and you regain all of them after a long rest. You also regain 1 radiance whenever you roll initiative.
- Minor Fireball
As an Action, you can spend 1+ radiance to create a ball of flames in your hand that can be thrown to a max distance of sixty feet. Any creature within 5 feet of the impacted area take 1d6 fire damage, plus 1d6 fire damage per radiance point spent.
- Flame Strike
As an Action, you can spend 1 radiance to imbue a weapon you wield in flames. When you use this feature, you can make an attack with a melee weapon using a Bonus Action and, on a hit, you cause also the effects of the Flame Touch. You cause the additional damage for touching a vulnerable area regardless of having advantage or not when using this feature.
Strength of the Sun[edit]
At 6th level you can spend 3 radiance as a Bonus Action to conjure flames on the holy symbol you held and touch a willing creature of your choice with it. The target absorbs that solar energy, and cause additional 1d6 radiant damage with its attacks for 1 minute.
Wrath[edit]
At 8th level, you cause additional 1d6 fire damage with your melee weapon attacks, your Flame Touch and your Sunblade cantrips. You can only cause this extra damage once per turn. Your Wrath damage increase to 2d6 at 14th level and 3d6 at 17th level.
Major Fireball[edit]
At 18th level, you can use an action to magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 3d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending radiance points. Each point you spend, up to a maximum of 6, increases the damage by 1d6.
Ardent Sacrifice[edit]
At 10th level, you can hold your holy symbol tightly to yourself and begin to sing soulfully an ancient chant in the Vyrronian language, praying for the Sun’s mercy one last time. Powerful flames begin to emerge from all around your body in a spiral like fashion, getting stronger and brighter the longer the chant progresses. You can concentrate the sacrifice for up to 10 minutes, and once the chant is completed, you are completely engulfed as the flames begin to expand violently. The chant is incomplete, but the sacrifice still happens if you are interrupted or ends earlier, unless you choose to end the chant as an Action.
The explosion covers an area of up to 20 feet per minute of chanting, and each creature in the area (including you) must make a Constitution saving throw to withstand the explosion, and a Dexterity saving throw to avoid the fire. A failed Constitution save causes 10 radiant damage per minute of chanting, while a failed Dexterity save causes 10 fire damage per minute of chanting. A creature reduced to 0 hit points by this power is disintegrated
Each creature who fails the Constitution save is also blinded for the same duration you have chanted, being capable of make a Constitution save at the end of each turn to end the effect. Each creature who fails the Dexterity saving throw starts burning, taking 10 fire damage at the end of each turn, unless it uses an Action to douse the flames.
If you complete the chant, you can't use this feature again for the next 7 days. If you don't complete the chant, you can't use this feature again until you finish a long rest.
At 20th level, you can complete the chant instantly, using an Action.
Divine Wrath[edit]
At 17th level, you offerup a big portion of your life essence and gain God-like strength. You can cause radiant damage, rather than fire damage, with your wrath feature.
In addition, as a Bonus Action, you can enter in a state of divine wrath that lasts until you choose to end it as a Bonus Action. When you activate Divine Wrath, your Wrath damage is doubled, but you lose hit points equal to the additional wrath damage caused.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sunblade class, you must meet these prerequisites: 13 Strength and 13 Wisdom
Proficiencies. When you multiclass into the Sunbladeclass, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.
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