Warrior of the Sun (5e Class)
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Warrior of the Sun[edit]
Domninating Radiance[edit]
The dreaded vampire king looks down upon the weak and frail human standing before him. The human is almost quivering in fear, with a giant golden ax on the ground behind him. It is almost morning. The vampire scoffs that this is the champion sent to defeat him, and as the king strikes the human down with a ray of darkness, the first rays of sunshine break through the window. All of a sudden, the human transforms, becoming ripped with muscles and the attack breaks in front of him. Holding the massive ax with just a single hand, he precedes to slice not only the vampire but the throne and the wall behind the king in half with a single strike. As the vampire falls to the ground and dies, he only watches as the human becomes more and more powerful as the sun gets higher in the sky.
Creating a Warrior of the Sun[edit]
While a human, the weakest of the races, this man stands above them all |
Was your warrior ejected from his homeland due to jealousy over his power?
Did the strength of the sun accidentally cause him to harm a loved one?
Or was he admired and served as a hero for his deeds?
- Quick Build
You can make a warrior of the sun quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outcast background. Third, choose the great ax and chain mail armor.
Class Features
As a Warrior of the Sun you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Warrior of the Sun level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Warrior of the Sun level after 1st
- Proficiencies
Armor: All Armor
Weapons: Simple weapons, Martial weapons
Tools: Bewers Supplies
Saving Throws: Strength and Constitution
Skills: Intimidation, Perception, and Athletics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Martial Weapon or (b) Any Simple Weapon
- (a) Chain Mail or (b) Scale Mail
- (a) An Adventures Pack or (b) A Dungeoneers Pack
- Glasses to Nullify the effects of sunshine
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Sunshine, Magic Sense |
2nd | +2 | Blazing Defense, Burst of Power |
3rd | +2 | Path of the Sun, Prideful Strike |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Prideful Strike Improvement |
6th | +3 | Sun's Protection |
7th | +3 | Path Features |
8th | +3 | Ability Score Improvement, Sun's Blessing |
9th | +4 | Godly Radiance |
10th | +4 | Intense Aura, Prideful Sinner |
11th | +4 | Path Features, Prideful Strike Improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Godly Radiance Improvement |
14th | +5 | Cruel Sun |
15th | +5 | Path Features |
16th | +5 | Ability Score Improvement |
17th | +6 | The One, Prideful Strike Improvement |
18th | +6 | Path Features, Sun's Protection Improvement |
19th | +6 | Ability Score Improvement, Godly Radiance |
20th | +6 | The Ultimate One |
Class Features[edit]
Sunshine[edit]
At 1st level, you become blessed by the Sun through a type of blessing called Sunshine. As long as it is daytime or you are in sunlight you will receive the following benefits:
- You have advantage on your Strength and Dexterity checks.
- you add 1d4 as a bonus to your Damage rolls while under the effect's of sunshine and for every 2 levels you take in this class the damage die upgrades by one size.
- You roll a d10 for the damage of your unarmed strikes.
- You have advantage on Charisma (Intimidation) checks.
- You have advantage on saving throws against being frightened.
- You can see normally in darkness, both magical and non-magical, from 120 feet away.
- Intense Pride
When you are not under the effect of Sunshine, you have disadvantage on Charisma (Intimidation) checks and saving throws against being frightened.
Magic Sense[edit]
At 1st level, you gain the ability to sense the abilities and capabilities of others. When you use magic sense, choose one creature within 60 feet. You learn if their Strength, Dexterity, and Constitution are higher or lower than yours.
You also learn its highest level spell slot (if any).
You can use this ability a number of times equal to your Charisma modifier, and regain your uses after a long rest.
Blazing Defense[edit]
At 2nd level, while under the effects of sunshine, your AC as 10 + your Strength modifier + your Constitution modifier. If armor is equipped, you can choose whether to use the armor's AC or this AC. If the armor is magical, you can use the armor's magical abilities even if you are using blazing defense. You are immune to the effects of Extreme Cold and Extreme Heat even when not under the effects of sunshine.
Burst of Power[edit]
At 2nd level, you begin to store the power of the sun to use during the night. When you are not under the effects of sunshine, you can use your bonus action action and transform, granting the effects of sunshine for 2 minutes. When the transformation ends, you can choose between using one hit die or suffering one level of exhaustion.
Path of the Sun[edit]
At 3rd level, you chose a path of the sun that grants you extraordinary power in a specific area. Choose between Strength and Skill, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th.
Prideful Strike[edit]
At 3rd level, the power of sunshine augments your physical strength immensely, so much so that you damage not only your target but nearby objects and creatures. While under the effects of sunshine, you can use your action to make a single, powerful strike.
You force every creature within a line 5-foot wide and 10 feet long to make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, creatures in the area take 1d10 + your Strength modifier bludgeoning damage, or half as much on a failed save. All structures non worn or carried objects in the area take maximum damage. The damage dice increase to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
The line extends to 20 feet at 9th level and 30 feet at 17th level.
Ability Score Increase[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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sun's Protection[edit]
Starting at 6th level your body is so used to immense heat that it now rejuvenates you, when you take fire or radiant damage you instead absorb it healing for all of the damage you would have taken.
Sun's Blessing[edit]
Starting at 8th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, your current hit point maximum increases by an amount equal 3 times your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points
Godly Radiance[edit]
At 9th level, when under the effects of sunshine, if you fail a saving throw, you can choose to reroll it and take the new roll. Once you use this feature, you can't use it again until you complete a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Intense Aura[edit]
At 10th level, your sunshine grows in power and you cannot contain all of it. While sunshine is active, any creatures other than you within 5 feet take fire damage equal to your Charisma modifier. This damage ignores resistance to fire damage.
Prideful Sinner[edit]
At 10th level, you become consumed with a thought that you are the strongest thing to ever exist. You are immune to being charmed or frightened, and you can add the double your Strength modifier in your attack and damage rolls.
Cruel Sun[edit]
At 14th level, you gain the ability to charge the sun into a single focal point. As an action while under the effects of sunshine, you can summon a blazing fireball that will float around you. While the fireball is active, you gain the following benefits:
- +2 to your AC
- Any metal within 10 feet (excluding your own), melts and is destroyed, and act as if targeted by a heat metal spell.
- It emits a bright light of 60 feet and another 60 feet of dim light. When any sort of magical darkness is in the radius of the bright light, it will be dispelled.
- You can choose to shoot the fireball at anything you can see 30 feet in front of you. The target must succeed on a Dexterity saving throw against a DC= 8 + your proficiency bonus + your Strength modifier, taking 5d10 fire damage and 4d8 radiant damage + your Strength modifier, and is pushed back 10 feet on a failed save, on a success it takes half damage and aren’t pushed back.
- You can choose to instead ride on the fireball and gain a flying speed equal to your walking speed until choosing to release the fireball.
You can use this feature a number of times equal to your Strength modifier.
The One[edit]
Starting at 17th level, you can furthermore tap into the power of sunshine becoming more powerful than even the gods themselves radiating immense heat enough to melt the stone under your feet. As an action, you can tap into this power and gain the following benefits for 1 minute, being able to do so again after finishing a long rest:
- You gain a bonus to your AC equal to your Charisma modifier + your Profiency bonus.
- You gain resistance to all damage types.
- You become immune to the prone, grappled, blinded, possessed, poisoned, stunned, paralyzed, restrained or petrified conditions.
- You have a 10 foot aura around you dealing fire damage equal to your Charisma modifier to anyone in it at the start of your turns
- Your damage ignores any resistance, immunity, and absorption.
At the end of the minute you suffer 1 level of exhaustion
The Ultimate One[edit]
At 20th level, under the same conditions of “the one” you tap into a further power, than even “The one”. in this form you are unmatched and the gods envy the power you’ve been gifted your flesh might as well be deadly to touch and the fire in your soul burns hotter than even before you grow to 20 feet tall the pressure of your very being shakes the world around you. While in the form of “The One; ultimate” you your under these effects
- You gain an amount of temporary hp equal to your max hp
- all damage you deal adds your proficiency bonus and class level to it
- Your aura increase to 30 feet and all creatures within take 10d10 fire damage
At the end of the minute you take 5th level Exhaustion and only have 1 hit point remaining
Paths Features[edit]
The Sun of Strength[edit]
In this class, the sun grants you unimaginable strength in battle and lets you fully embody the heat of the sun.
- Increased Durability
At 3rd level, while under the effects of Sunshine, you add your Sunshine die to your saving throws, and increase your hp by your proficiency bonus x your level in this class . Also while under the effect of sunshine you can choose to grow by one size category. In addition, you gain resistance to slashing, piercing and bludgeoning damage from nonmagical sources while under the effects of sunshine. At 10th level, you gain resistance to all damage magical or otherwise.
- Radiant Might
At 7th level your strength score and maximum increases by +2. At 11th level your strength score and maximum increases by +4.
- Divine Axe Rhitta
At 7th level, your connection to the sun grants you a magical weapon suited to your power. You gain a massive, golden, one handed battle-ax. This axe can only be wielded and lifted by you and you can only wield and lift it while under the effects of sunshine. This ax has several properties:
1. As a bonus action, you can call upon your ax. It will instantly fly to your hand no matter the distance. However, if it is on another plane, it will take 2 rounds to reach you.
2. Your axe has a +1 to damage and attack rolls and deals 1d12 + your Strength modifier slashing damage + 1d6 radiant or fire damage per hit and its damage counts as magical and silvered for the purposes of overcoming resistances and immunities as well as while wielding it your speed increases by 10ft.
3. If you somehow lose your ax or it is destroyed, you can perform a 1-minute ritual at noon to resummon it. You can also use this ritual to allow the ax to take on the magical abilities of another magical weapon, however it can only have the abilities of 1 magical weapon at a time.
4. If you’re welding the axe you can choose to have it absorb your intense aura so as to not hurt things around it.
- Shining Strikes
At 11th level, while sunshine is active you may add your charisma bonus + proficiency bonus to your damage rolls
- Charge and Release
At 15th level, All the aura Rhitta has collected can be released at once in the form of a ball of fire and light with a radius of 15 feet you can throw it up to 60 feet in front of you dealing 10d10 Radiant damage this damage overcomes Resistance and immunities everyone in range must make a Dexterity check dc= 8+ Your Proficiency bonus+ your strength . You must wait 7 days before this can be used again so that Rhitta can collect the magical energy it needs
- Holy Sword; Escanor
At 18th level, whilst in the forms “The One” and “The One; Ultimate” You can deal a massive strike with nothing but your hand. you can cut through anything including the flesh of a god and it’s an automatic hit with a Strength DC 25, on failure the target takes 20d10 radiant damage and the creature is knocked unconscious. On success take half damage and do not become knocked unconscious.
The Sun of Skill[edit]
In this path, the sun grants you unimaginable skill and prowess in battle backed by the increases of sunshine.
- Weapon Expertise
At 3rd level, while under the effects of sunshine, you add your sunshine die to your attacks rolls while under the effect of sunshine. In addition, when you take the Dodge action, you can make an attack as a bonus action.
- Sacred Spear Maria
At 7th level, your connection to the sun grants you a magical weapon suited to your power. You gain a powerful, two-handed, golden spear. This spear can only be wielded and lifted by you and you can only wield and lift it while under the effects of sunshine. This spear has several properties:
1. As a bonus action, you can call upon your spear. It will instantly fly to your hand no matter the distance. However, if it is on another plane, it will take 2 rounds to reach you.
2. Your pike deals 1d12 + your Strength modifier piercing damage per hit and its damage counts as magical for the purposes of overcoming resistances and immunities. It also counts as a reach weapon.
3. If you somehow lose your spear or it is destroyed, you can perform a 1-minute ritual at noon to resummon it. You can also use this ritual to allow the pike to take on the magical abilities of another magical weapon, however, it can only have the abilities of 1 magical weapon at a time.
- Controlled Aura
At 11th level, you gain control over intense aura. As a bonus action, you can make any number of creatures in your aura immune to it until you use a bonus action to change it. In addition, you can focus your aura inwards. While your aura is active, your speed increases by 15 feet.
- Sunshare
At 15th level, you begin to understand sunshine better and can choose to share it with another person if you do so you lose sunshine and everything the class gives you. Sunshine returns to you after that person dies or after one long rest. Once returned the other person loses one point of Constitution.
- Holy Spear; Escanor
At level 18, whilst in the forms “The One” and “The One; Ultimate” you’re so powerful your finger is all you need to defeat gods and demons alike. You thrust your finger forward and hit your Opponent The enemy makes a Constitution save dc 27 on failure the opponent takes 20d6 radiant and is pushed back 100 feet and is knocked prone on success take half and isn’t pushed back. Rather fail or success the damage is still doubled or tripled respectively.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the warrior of the sun class, you must meet these prerequisites: Strength 13, Charisma 13
Proficiencies. When you multiclass into the warrior of the sun class, you gain the following proficiencies: Light armor, medium armor, simple weapons.
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