Sunborn (5e Class)
From D&D Wiki
Work In Progress |
Sunborn[edit]
A being created from a star, starlight runs through your veins and your veins run through the system alone with your heat.
Welcome to the sunborn class[edit]
Creating a Sunborn[edit]
- Quick Build
You can create a Sunborn quickly by following these suggestions: First, Strength should be your highest ability score, followed by Constitution.
Class Features
As a Sunborn you gain the following class features.
- Hit Points
Hit Dice: 1d20 per Sunborn level
Hit Points at 1st Level: 20 + Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + Constitution modifier per Sunborn level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: {{{saves}}}
Skills: Choose two from Acrobatics, Arcana, Athletics, Medicine, Nature, Persuasion and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) {{{item1a}}} or (b) {{{item1b}}}
Level | Proficiency Bonus |
Features | Martial Arts | Will Points | Techniques |
---|---|---|---|---|---|
1st | +2 | Martial Arts, Unarmoured Defense | 1d4 | - | - |
2nd | +2 | Renewal Taekwondo, Skill Points | 1d4 | 8 | 3+Constitution Modifier |
3rd | +2 | King's Path, Monstrous Strength | 1d4 | 10 | 3+Constitution Modifier |
4th | +2 | Ability Score Improvement | 1d4 | 12 | 4+Constitution Modifier |
5th | +3 | Extra Attack | 1d6 | 14 | 4+Constitution Modifier |
6th | +3 | King's Path | 1d6 | 16 | 5+Constitution Modifier |
7th | +3 | Evasion,Golden Pupils | 1d6 | 18 | 5+Constitution Modifier |
8th | +3 | Ability Score Improvement | 1d6 | 20 | 6+Constitution Modifier |
9th | +4 | The Stone Monkey | 1d8 | 22 | 6+Constitution Modifier |
10th | +4 | King's Path | 1d8 | 24 | 7+Constitution Modifier |
11th | +4 | Crimson Fury | 1d8 | 26 | 7+Constitution Modifierr |
12th | +4 | Ability Score Improvement | 1d8 | 28 | 8+Constitution Modifier |
13th | +5 | The Monkey King | 1d10 | 30 | 8+Constitution Modifier |
14th | +5 | Extra Attack | 1d10 | 32 | 9+Constitution Modifier |
15th | +5 | King's Path | 1d10 | 34 | 9+Constitution Modifier |
16th | +5 | Ability Score Improvement | 1d10 | 36 | 10+Constitution Modifier |
17th | +6 | Divine Peaches, Legendary Resistance | 2d6 | 38 | 10+Constitution Modifier |
18th | +6 | King's Path | 2d6 | 40 | 11+Constitution Modifier |
19th | +6 | Ability Score Improvement | 2d6 | 42 | 13+Constitution Modifier |
20th | +6 | Journey to the West | 2d6 | 44 | 15+Constitution Modifier |
Martial Arts[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Unarmoured Defense[edit]
Starting at 1st level, you summon armor forged in the bowels of the sun. This armor has an AC of 18 + your Constitution and Strength modifier. This armor can be summoned as an action or bonus action and grants you a flying speed of 30.
Renewal Taekwondo[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Will Points[edit]
Starting at 2nd level, you gain access to will points. Will points are necessary to perform certain techniques or use certain functions. You have a number of Will Points equal to the amount shown in the Will Points column of the Sunborn table. You regain all willpower points after a short or long rest. All abilities that use will points share the same save DC.
'Save DC= 8 + your proficiency bonus + your strength modifier
King's Path[edit]
At 3rd level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both--> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.
Ability Score Improvement[edit]
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes