Iron Solari (5e Class)
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- 1 Iron Solari
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Sunlight
- 2.5 Fighting Style
- 2.6 Iron Solari Approach
- 2.7 Dawn’s Radiance
- 2.8 Eclipse
- 2.9 Ability Score Improvement
- 2.10 Extra Attack
- 2.11 Shield of Daybreak
- 2.12 Zenith Blade
- 2.13 Solar Flare
- 2.14 Protective Aurora
- 2.15 Solar Burst
- 2.16 Bend Light
- 2.17 Avatar of the Sun
- 3 Approaches
- 4 Related Items
Standing proudly on the frontline of battle, the sunlight shining reflected on their armor, a human raises their sword up to the sky and channels the power of the sun. Bright light shines down to the ground, the enemies blinded, and other light sources are out-shined.
The Iron Solari worship the sun as the source of all life and fight against heretics with divine righteousness. Their harsh training prepares them to fight under the most difficult conditions. These warriors honed their already fearsome skills with a blade into something sublime. They are imbued with the power of the sun to aid them in battle against the forces of darkness and the moon.
Radiant as the Sun
Their skin shimmer with starfire while their eyes burn with the power of the celestial aspect they revere. Armored in gold and bearing a terrible burden of ancient knowledge, the Solari bring enlightenment to some, death to others.
Chosen of the Sun
Solari priests teach that when the sun is destroyed, all will diminish into darkness, so its warriors must be ready to fight those who seek to extinguish the light. To the Solari warriors, battle is an act of devotion, an offering to keep the sun's light shining. These are trained not only to fiercely wield the many relic-weapons of the tribe to exterminate those who threaten the life of the enlightened, but also to guide those who are lost in darkness to finally see the light.
Creating an Iron Solari
Among the Rakkor tribes that dwell upon Mount Targon, the sun is sacred, and none venerate it more than the Solari. Children are raised from birth to honor it, and even to shed blood for it, until its aspect returns, heralding a grave threat they all must face. When creating an Iron Solari think about how the harsh life and training you have had and how it affected you. What are your ambitions as a prophet of the Sun? What made you become an adventurer instead of protecting Mount Targon?
You can make an iron solari easily by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Charisma. Second, choose the soldier background.
As a Iron Solari, you gain the following class features.
Hit Dice: 1d10 per Iron Solari level
Hit Points at 1st Level: d10 + your Constitution modifier
Hit Points at Higher Levels: 1dd10 + your Constitution modifier
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Perception, Persuasion, Religion, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- a shield
- (a) a martial weapon or (b) two simple weapons
- (a) five javelins or (b) a light crossbow and 20 bolts
- (a) an explorer's pack or (b) a priest's pack
- (a) chainmail or (b) leather armor
The Iron Solari
|2nd||+2||Fighting Style, Iron Solari Approach||1d4|
|3rd||+2||Dawn’s Radiance, Eclipse||1d4|
|4th||+2||Ability Score Improvement||1d4|
|6th||+3||Shield of Daybreak||1d6|
|8th||+3||Ability Score Improvement||1d6|
|12th||+4||Ability Score Improvement||1d8|
|15th||+5||Solar Flare improvement||1d8|
|16th||+5||Ability Score Improvement||1d8|
|19th||+6||Ability Score Improvement||1d10|
|20th||+6||Avatar of the Sun||1d10|
Starting at 1st level when you successfully hit a creature with a melee attack or a creature fails a saving throw against one of your class features, you cover them in a halo of sunlight until the end of your next turn. If an ally successfully hits a creature branded by your sunlight, the creature takes 1d4 additional radiant damage and the sunlight is consumed. You cannot apply sunlight more than once at a time on an individual creature.
This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Iron Solari Approach
Upon reaching 2nd level you choose what attitude you take on your travels. Your choice grants you additional class features at 3rd level, and again at 7th, 13th, and 17th levels.
Beginning at 3rd level, you can cause light to bend around the targets of your attack, causing them to tunnel vision on you. When you hit a creature with an attack, it is marked while it is within 5 feet of you until the end of your next turn.
At 3rd level, you can spend a bonus action to wreathe yourself in sunlight a number of times equal to your Charisma modifier (minimum one). This grants you resistance to all damage except necrotic damage until the start of your next turn. You regain expended uses when you finish a short or long rest.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shield of Daybreak
Starting at 6th level, you can use your shield to bash enemies. Treat your shield as a light weapon that deals 1d6 + Strength modifier damage.
Furthermore, you can have your shield explode in radiant light, blinding an enemy you attacked. After hitting an enemy with your shield, you may force them to make a Constitution saving throw (DC 8 + your proficiency modifier + your Charisma bonus) as a bonus action. On a failed save, your target is blinded until the end of your next turn. You can use this ability a number of times equal to your Charisma modifier (minimum one), and regain expended uses at the end of a long rest.
At 9th level, you can project daylight from your sword. When making the Attack action, you can replace an attack with this ability. Make a melee attack, and compare your roll to the AC of creatures of your choice within a 15-foot line emanating from you. Those whose AC you would hit are affected by your sunlight feature. After activating this, you may teleport adjacent to any target of this ability that you affected to reduce their speed to 0 feet until the end of your next turn. A creature may attempt to break free as an action by making an Athletics (Strength) check (DC 8 + your proficiency bonus + your Charisma modifier). You may use this feature a number of times equal to your Charisma modifier (minimum one) and regain expended uses at the end of a long rest.
Beginning at 10th level, you can summon the light of the sun to stun your enemies with its radiance. As an action, choose an enemy within 60 feet. The enemy must make a Constitution saving throw (DC 8 + your proficiency modifier + your Charisma bonus) or become stunned until the end of your next turn. In addition, all enemies within 10 feet of your target must make a Constitution saving throw or having their speed reduced to 10 feet and be unable to take reactions until the end of your next turn. Creatures that fail the saving throw take 6d6 radiant damage, or half as much on successful save. You regain the use of this ability at the end of a long rest.
When you reach 15th level, the damage increases to 12d6.
Starting at 11th level, your daylight gains a protective aura that guards you and your allies. Roll your sunlight die and add your proficiency bonus when one of your features causes a creature to make a saving throw, and gain the total as temporary hit points. In addition, when your sunlight is consumed, the creature that triggered it gains a number of temporary hit points equal to the number rolled plus your Charisma bonus (minimum one). The temporary hit points granted by this feature to either you or your allies disappear at the end of the triggering creature's next turn.
Beginning at 14th level, your daybreak ability improves; whenever your sunlight is expended, all enemies within 10’ of the target take the same damage as the original creature.
At 18th level, you are able to bend sunlight; whenever you apply your sunlight using a melee attack, you may choose a creature within 5 feet of your target as a reaction. Your sunlight affects that creature as well.
Avatar of the Sun
By 20th level, you are able to take on the radiance of the sun, taking on both the heat and light that the sun sheds. You may spend an action to enter this form, which lasts for one minute or until you are knocked unconscious. While you are in the form, you shed an aura out in a 20-foot radius emanating from you. If an enemy starts its turn in the aura, or moves into your aura, it takes 3d6 radiant and 3d6 fire damage. In addition, whenever you take damage while in this form, halve the damage you would take. Finally, while in this form, you can cause your own sunlight to detonate, though you cannot both detonate and apply sunlight with the same attack.
At 2nd level you take on a specific Approach towards defending the light of the world. Choose the Dawnguard or the Nightwatch approach. Each give you features at 2nd, 7th, 13th and 17th level.
Approach of the Dawnguard
Between the pen and the sword, the shield is the mightiest. The Dawnguard protect those under the sun by channeling its light through their shield.
The Iron Shield
At 2nd level, when you apply sunlight to an enemy while wielding a shield, you gain a number of temporary hit points equal to your Charisma modifier (minimum one). These temporary hit points disappear after one minute has passed.
If you already have temporary hit points from the protective aurora feature, instead you may choose to heal a number of hit points equal to your Charisma modifier (minimum one).
Starting at 7th level, the first enemy you afflict with dawn's radiance on your turn continues to remain marked even when they are more than 5 feet away from you, though any other limitations still apply.
Beginning at 13th level, you may cause a creature within 30 feet who is under the effects of sunlight to reroll an attack as a reaction. You have a number of uses of this ability equal to your Charisma modifier (minimum one), and regain expended uses at the end of a long rest.
At 17th level you can cause the light's radiance to grant the highest level of protection. You may cast either circle of power or holy aura. You regain the use of this ability when you finish a long rest.
Approach of the Nightwatch
Taking on a more offensive approach, members of the nightwatch go forth to keep the night in check, going on the offensive to fight the forces of darkness.
Starting at 2nd level, you learn to form a shield in your mind, giving it metaphysical form rather than a physical form. While you are not using a shield you may cast the shield spell a number of times equal to your Charisma modifier. You regain the use of this ability at the end of a long rest.
Furthermore, when you unlock shield of daybreak at 6th level, you may activate it when hitting with any melee attack.
Hold Back the Night
At 7th level, you can call on the sun's holy power to strike back against the creatures of the dark. When you hit an enemy with a weapon attack, you may add 2d8 radiant damage to the damage roll. The amount of damage increases to 3d8 at 13th level, and 4d8 at 17th level. If you use this when striking a fiend or undead, increase the damage by an additional 1d8. You can use this feature a number of times equal to your Charisma modifier, and regain expended uses when you finish a long rest.
By 13th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes 1d8 additional radiant damage.
Beginning at 17th level, your sunlight grows stronger. Roll an additional die when your sunlight is expended. This does not affect the additional target affected by solar burst.
Locket of the Iron Solari
Magic Wondrous Item, rare (requires attunement)
This magical locket is engraved with a multitude of sigils, each of which is a representative of the group known as the Solari Conclave. While wearing the chain that holds this locket, you may spend a bonus action to grant yourself and up to 6 allies within 20 feet a number of temporary hit points equal to your level + your Constitution modifier. These temporary hit points disappear after 10 minutes have passed. The amulet's power is expended after a single use, and regains that use at dawn.
|Hit Die||1d d10 +|
|Identifier||5e Class +|
|Item Type||Wondrous Item +|
|Save||Wisdom + and Charisma +|
|Skill||Athletics +, Acrobatics +, History +, Insight +, Intimidation +, Medicine +, Perception +, Persuasion +, Religion + and Survival +|
|Summary||A warrior of light that stands fast against the encroaching darkness. +|
|Title||Iron Solari +|