Solar Knight

by Messy

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Solar Knight

Otherworldly Grace

At 3rd level you have begun to take your first steps toward Ascension. As a bonus action, you can tap into your Godling powers, gaining the following benefits for 1 minute.

  • All weapons become finesse weapons for you.
  • You have advantage on all Charisma Checks and Saving Throws.
  • Once on each of your turns, one of your attacks with a weapon or unarmed strike deal an extra 1d6 radiant damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Divine Protection

At 3rd level your skin changes composition and hue, hardening to the strength of metal and turning into natural armor.

  • Your AC equals 10 + Dexterity + Constitution modifier while not wearing armor.

In addition, when you or a creature you see within 30 ft of you is hit by an attack roll, you can use your reaction to invoke the Boon of the Dragon Turtle, causing a reflective bubble to appear which bounces the attack back at the creature, using it's own roll.

Once you invoke this Boon, you can't do so again until you finish a short or long rest.

Soothing Winds

At 7th level, your Second Wind feature is replaced by Soothing Winds. Soothing Winds invokes the Boon of the Phoenix, calling forth its mythical flames. Roll 1d10 + your fighter level. You and all allies within 10 ft of you regain that much hit points.

In addition, you gain the ability to teleport. As a bonus action you can burn your form to ash, then reappear up to 15 ft away in a plume of molten feathers for a number of times equal to your Charisma Modifier. If you reappear within 5 ft of a hostile creature, they take fire damage equal to your proficiency bonus.

Once you invoke this Boon, you can't do so again until you finish a short or long rest.

Divine Awareness

At 10th level, You gain an extra reaction per turn.

As a bonus action you can invoke the Boon of the Qilin and enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage

Moreover, the extra damage you deal with your Otherworldly Grace feature increases to 1d8.

Once you invoke this Boon, you can't do so again until you finish a short or long rest.

Scorching Winds

At 15th level, Soothing Winds heals 2d10 + you fighter level out to a range of 20ft and you gain a second charge of it. Additionally, you can spend a charge of Soothing Winds to instead cast Scorching Winds as molten feathers flare out from your person.

Scorching Winds does damage to any creature that you designate within 20 ft. Make a ranged attack against each target. On hit, the target takes 2d10 + your fighter level of fire damage, which bypasses resistances.

Additionally, All other boons can be used twice per short or long rest.

Solar Power

At 18th level, you've finally acquired the power of a Solar. You gain these properties.

  • You gain 60ft of Truesight.

  • You gain a pair of Ethereal Wings that give you a fly speed of 60 ft.

  • You have advantage on all saving throws against spells and other magical effects.

Author's Note - Another fighter archetype I've been working on. Again, not really good at balancing stuff. A few of these are just re-skinned runes from the Rune Knight but Healing Winds, Scorching Winds and Solar Power might be a bit unbalanced. I also added the Divine Protection to the Rune Knight Cloud Rune. I think that might be a bit too front-loaded in terms of power so I'm unsure if that's good as well. Any feedback is welcomed and greatly appreciated!

- Korvy

 

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