Solar Sentinel (5e Subclass)
Solar Sentinel
Solar Sentinels are exceptional warriors who channel the power of the sun itself. This power takes many forms, whether it be unleashing the relentless fury of the sun's heat upon evildoers or guiding the lost and frightened with the sun's unwavering light.
A Solar Sentinel embodies more than the sun's power but also its aspects. They are harsh to their enemies but gentle and warm to their allies. They are a simultaneously a beacon of hope and a herald of destruction.
Level | Feature |
---|---|
3rd | Inner Sun, Solar Magic |
7th | Solar Guardian |
10th | Sun's Courage |
15th | Improved Solar Magic |
18th | Sun's Judgement |
Inner Sun
At 3rd level, you are accustomed to the sun's searing radiance. You have resistance to radiant damage.
Solar Magic
At 3rd level, you learn to harness the power of the sun to cast a spells in unique ways.
You learn the Light andSacred Flame cantrips.
You cast Light with the following changes:
- It can be cast as a bonus action
- It now has a range up to 30 ft. and you do not need to touch the object to cast light on it.
- You do not require material components.
Charisma is your spellcasting ability for your Solar Sentinel spells.
If a Solar Sentinel spell or feature requires a saving throw, your Solar Magic save DC equals 8 + your proficiency bonus + your Charisma modifier.
Solar Guardian
At 7th level, your light lashes out at any who would harm you or your allies.
When you or a friendly creature that is in bright light created by your spells is hit by an attack, you can use your reaction to attempt to blind the attacking creature. It must succeed on a Constitution saving throw or become blinded until the end of its next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest. The saving throw DC is your Solar Magic DC.
Sun's Courage
At 10th level, you and any friendly creatures have advantage on saving throws against being frightened while within bright light created by your spells.
Improved Solar Magic
At 15th level, you learn the Daylight Spell. You can cast Daylight a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Additionally, when you cast Sacred Flame on a creature that is in bright light created by your spells, it has disadvantage on its dexterity saving throw.
=Sun's Judgement
At 18th level, the sun's power is unleashed in its most destructive form. By channelling the sun's energy you can cast Sunbeam.
This expends all of your Solar Magic and you cannot cast Solar Sentinel spells again until either finish a long rest or spend at least 2 hours basking in pure sunlight directly from the sun (sunlight from spells is insufficient).
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