Solar Sentinel Disciples of the Light Credit: caveman

Solar Sentinel The people of the bandit town Cheapstaw will never forget that day. They were used to seeing strange sights from the desert, but this was beyond logic. It all started when a seemingly normal hermit walked into the Puppy’s Cavern Inn. This explorer was cloaked in rags, with his old walking stick, sitting down with an order of mead and meat. It wasn’t long before one of the bandit gangs made their way to the man to try to intimidate and harass him. Their words meant nothing to the man as he quietly sipped his drink and chewed his meat, but they persisted in their taunting. Annoyed, the hermit soon finished his drink, grabbing one of the bandits by the throat and throwing him through the wall of the tavern, leaving gaping hole in the wall and the man splattered against the wall of a nearby house in his wake. The dark elf squinted her eyes in the bright sunlight, questioning her master’s judgement when he told her to “feel the light of the sun”. She always hated the sunlight, feeling as if it was always casting doubts upon her, but she sat and waited. As the hours dragged on, she noticed something strange. The warmth of the day that used to feel like her skin was burning start to feel more and more pleasant with each passing moment, her vision soon cleared more and more, letting her see the day far better than she ever used to. The goliath, an ever proud vigilant of his village, would climb to the highest point of the mountain ridge that his home rested upon, he would look upon the world, feeling the wind at his back and the sun in his eyes, his legs twitched with the need to jump, to experience the freedom that the birds flaunted over them. This was the day, a deep breath, and one final look at his abode, he finally leapt, launching himself several hundred feet into the air, landing without a scratch, but rather a laughter of pure joy. Blood of the Sun The world is bound and held by the Sun(s)’ gentle grasp. Her light courses through the veins of every living creature, from plants who drink the radiant warmth, even to the drow elves who try their best to hide from the gaze of the celestial body, this connection in hidden deep within, lying dormant until it is discovered. Power of the Sun Within Us A Solar Sentinel is someone who has discovered this connection, and has dedicated their lives to explore, understand, or possibly exploit, more from that connection to the Sun(s). These people have been rumored to be as quick as beams of light, as strong as a heat wave, and as lasting as a summer day. Creating a Solar Sentinel When creating a Solar Sentinel character, think about where your character comes from. How exactly did they discover this connection with the Sun(s)? You may want to talk with your Dungeon Master on where your character came from, and what form did this information come to you? Did you learn this through years of meditation with a wise master? Did you worship and prayed to the Sun(s), and felt your prayers answered? Was it because you have read it in ancient books of history and the arcane? Or, was it in a singular moment in the battlefield that the Sun(s) have given you their strength? Once you have figured out how you discovered this knowledge, the next question becomes how did you train this connection? Was it through travel and gathering knowledge? Extensive amounts of meditation and years of tranquility? Or was it strengthened in the flames of war and strife? Solar Sentinels, through their varying backgrounds and depth of knowledge of the world, will often differ from each other vastly in alignment and ideals. Quick Build You can create a Solar Sentinel quickly by following these suggestions. First, put your highest ability score in Strength followed by Constitution. Secondly, choose the hermit or sage background.

The Solar Sentinel Level Proficiency Bonus Features Solar Charges Solar Dice 1st +2 Solar Charged, Fist of the Burning Sun(s) 1 d4 2nd +2 The Sun's Gaze 2 d4 3rd +2 Solarian Tradition 3 d4 4th +2 Ability Score Improvement 4 d4 5th +3 Extra Attack 5 d4 6th +3 Strength of the Heavens 6 d6 7th +3 Solarian Tradition 7 d6 8th +3 Ability Score Improvement 8 d6 9th +4 Soul of Radiant Light, Solar Overcharge 9 d6 10th +4 Gravitational Freedom 10 d6 11th +4 Path of Light 10 d8 12th +4 Ability Score Improvement 10 d8 13th +5 ─ 10 d8 14th +5 Solarian Tradition 10 d8 15th +5 Sun Spot 10 d8 16th +5 Ability Score Improvement 10 d10 17th +6 ─ 10 d10 18th +6 Solarian Tradition 10 d10 19th +6 Ability Score Improvement 10 d10 20th +6 Solar Flare 10 d12 Class Features As a solar sentinel, you gain the following class features. Hit Points Hit Dice: 1d10 per solar sentiel level

1d10 per solar sentiel level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per solar sentinel level after 1st Proficiencies Armor: None

None Weapons: Simple weapons, Improvised weapons

Simple weapons, Improvised weapons Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: One simple weapon of your choice

(a) an explorer's pack or (b) a scholar's pack or (c) a priest's pack Starting Wealth If you do not choose the starting equipment from your class and background, you start with 2d4 * 10 gold pieces. Solar Charged The radiant warmth of the Sun(s) has become your source of nourishment and the fuel of your extraordinary abilities in the form of Solar Charges. These Solar Charges are limited and are only restored by finishing a short or long rest in direct sunlight. While you have at least 1 unused Solar Charge, you gain the following benefits: • Your AC equals 10 + your Strength Modifier + your Constitution modifier. • You are considered naturally adapted to hot climates. • You are considered acclimated to high altitude, including elevations above 20,000 feet. • You are not effected by “Sunlight Sensitivity” if you are normally effected by it, however, you are still effected by “Sunlight Hypersensitivity” if you are normally effected by it. However, once power is drawn from the Sun(s), it’s easy to become addicted to it, and you will suffer the following withdrawal effects when you have 0 unused Solar Charges available. • Your AC equals 8 + your Dexterity modifier. • You gain 1 Exhaustion Point when you use your last Solar Charge, this Exhaustion Point can be removed through outsides forces, such as the Greater Restoration spell. Fist of the Burning Sun(s) The Sun(s) gifted you intense strength beyond what is usually required, plus ultra! When you make an Unarmed Strike you may spend Solar Charges before your attack roll. If you hit your attack, your Unarmed Strike deals additional damage of 1 Solar Dice per Solar Charge spent, in Radiant Damage. The Sun's Gaze The Sun(s) provides you more than strength, but knowledge as well, increasing your awareness beyond any mortal man. Starting at 2nd level, if you concentrate for 1 hour, you start to see flashes of every creature that isn’t undead or constructs, that is in direct sunlight within 7000ft of you. You can use this ability without the concentration requirement, but if so, after you use this ability, you are then required to make a Constitution Saving Throw with a DC of 15, if you fail, you will be blinded for 1 hour.

Additionally, you can spend 1 Solar Charge on this ability to hone in on a creature you saw, if you do, you know the exact direction and distance of that creature during the time you saw it. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Strength of the Heavens Intense warmth and solar energy now flows more potently in your blood, stimulating your strength, vastly increasing its potential. Starting at 6th level, when you make any Strength/Athletics Check or Saving Throw you can expend you Solar Charges to add a “Solar Dice” per Solar Charge used to the result of the Strength/Athletics Check or Saving Throw. Soul of Radiant Light Your knowledge and power has grown to the point that even the forces of the universe recognize it. Starting at 9th level, when an ability or spell will benefit or detect creature type, you count as a Celestial, and can be targeted by spells and abilities that specifically target Celestials. Additionally, no ability or spell can change your alignment, and if any ability or spell tries to detect your alignment, it will detect it as Lawful Good, even if your alignment lies somewhere else. Solar Overcharge The Sun(s) gift of power is an ever-flowing chalice, never to be depleted until your body cannot handle it any more. Starting at 9th level, if you have 0 Solar Charges remaining, as a bonus action, you can restore all your Solar Charges, but you gain one Exhaustion Point. Gravitational Freedom You discover the air feels lighter around you, and the bonds of earth start to slip as you feel a pull towards the Sun(s) above. Starting at 10th level, as long as you do a run-up of at least 10 feet (or 5 feet if you have the Athlete Feat) your high or long jumps no longer cost movement, you can add your run-up distance to your jump distance. Secondly, at the cost of Solar Charges, you can add (your Athletics Modifier * 3) to the result of your long or high jump distance per Solar Charge expended. If you expend Solar Charges to increase the distance of a long or high jump, you can reduce any falling damage by five times your Solar Sentinel level. Path of Light The Sun(s) is your strength, and your shelter, even when you are beyond her reach. Starting at 11th level, as an action, you form sunlight around you as the world around you disappears, only to reappear with you placed in the closest patch of direct sunlight within 1000ft from you. If you attempt to use this ability while teleportation is magically blocked, nothing will happen. Once you use this ability, you need to finish a short or long rest before you can use it again. Sun Spot You may not be able to forge suns, but you can definitely try. Starting at 15th level, at the cost 3 Solar Charges and an action, you can strike the ground with immense power and heat, erupting an area with a radius of 30 feet around into a bubbling mess of fiery plasma, resembling the surface of the Sun. This area is considered difficult terrain that you are immune to the effects of. Creatures can choose to move through this difficult terrain without any movement penalties, but have to suffer 3d8 Fire damage, and 2d8 Radiant damage. This terrain lasts for 1 hour. Solar Flare The power of the Sun(s) is one the mortal body was not meant to contain for so long, and certainly not to this magnitude, if it gets beyond what you can handle, purge it. Starting at 20th level, as an action, you can spend a minimum of 10 Solar Charges, and create a giant explosion of solar energy and light, in a radius of 30 feet, with you as the epicenter. Every creature in the blast radius must make a Dexterity Saving Throw with a DC equal to 8 + your Constitution modifier + your Proficiency bonus. On a failed save, the creature takes 10d12 Radiant Damage, is blinded for one hour (if it can be blinded), and is knocked back 10 feet. On a successful save, the creature only takes half damage, is not blinded or knocked back. You take no damage or knockback from this ability, but you are blinded for 1 hour. Solarian Traditions Ancient secrets and traditions of purpose are whispered into the minds of many Solar Sentinels from the light they draw power from, providing them multiple paths to enhance and experience their own power. Tradition of Might The gentle rays of the Sun(s) work slowly fortify your abilities of extraordinary strength. Those who follow this tradition are often rumored to wear blades bigger than even themselves, and strike with a force that causes earthquakes. Overwhelming Weaponry Which to use, my sword, or the giant’s leg bone? Starting at 3rd level, if you are using a weapon or improvised weapon that is equal size or bigger than you, you do not gain disadvantage because of the size/weight of the weapon, and you ignore the Heavy property as well. Solar-Powered Body Strength constantly surges through your body! Starting at 7th level, you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. Giant's Grip Your grip is unbreakable! Starting at 14th level, you can attempt to grapple creatures Huge or smaller, instead of Large or smaller. Terrasque Smash!