# Solar Forger The Sun: Lifebringer, heat giver, vital component of the world. Oh to be the one that harnesses its power for creation. Oh to be able to leash its power for destruction... Solar Forgers are those that study the sun and wish to tap into its life giving powers, they understand that flying to close to the sun would be a dangerous prospect and lead to them burning themselves out potentially, still, the power it symbolizes is too welcoming an idea to ignore. ### Solar Forger Features #### Bonus Proficiencies When you adopt this specialization at 3rd level, you gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Solar Forger Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class as shown in the Solar Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Spell | |:----:|:----:| | 3rd | guiding bolt, searing smite | | 5th | flame blade, flaming sphere | | 9th | daylight, aura of vitality | | 13th | fire shield, sickening radiance | | 17th | flame strike, wall of light | #### Radiant Lance At 3rd level you begin construction of your tool of choice, a radiant weapon to harness the power of the sun, the weapon can take one of the following forms, you are proficient in its use regardless of form: **Radiant Blaster**: Takes the form of a pistol/hand-crossbow, has a range of 30/60 feet, when fired make a ranged attack. **Radiant Long-gun**: Take the form of a rifle/longbow, has the range of 60/120 feet, when fired make a ranged attack. **Radiant Spear**: Takes the form of a polearm/spear, has the reach trait, when used make a melee attack. **Radiant Blade**: Takes the form of a short sword/long sword, has the finesse trait, when used make a melee attack. Radiant Melee weapons can be used for your proficiency bonus + your intelligence modifier rounds before you need to finish a short rest or expend a 1st level spell slot to recharge the weapon. They deal 2D8 radiant damage per successful attack. Radiant Ranged weapons can be fired the number of times equal to your intelligence modifier before you need to finish a short rest or expend a 1st level spell slot to recharge the weapon. They deal 3D6 radiant damage per successful attack. At 5th level the weapons also ignite flammable materials when they strike them, at 9th level they increase by 1 die of damage (3D8 for melee, 4D6 for ranged), at 13th level they double the amount of rounds or shots they have available per charge, at 17th level they gain an additional die of damage (4D8 for melee, 5D6 for ranged) Additionally starting at 9th level you may supercharge your Radiant weapon by expending a higher level spell slot to recharge it, you gain an additional die of damage per level spell slot past 1st expended in this way. This damage die only deals the increased damage on the next shot or attack made with the Radiant weapon, it also fully recharges the weapon. Once you have chosen the form the weapon takes you can build it and use it normally, but it only works in your hands, and you may only have one built at a time. Should you wish to change its form you may build a new one in the form that you wish but it takes 8 hours of craft to do so, you may not long rest during this time. However if your one is damaged or destroyed you may rebuild it in its current form during a long rest. #### Radiant Corona At 5th level as a reaction to being attacked by hostile creatures within 30 feet lash out at them with your radiant aura, once attacked by a ranged or melee attack you may lash out as a reaction, dealing your artificer level radiant damage to the creature. At 9th level this damage may ignite flammable materials that the creature might be wearing, at 17th level the range is increased to 60 feet. You may use this feature the number of times equal to your intelligence modifier before needing to finish a short or long rest. #### Lifebringer At 9th level you gain the ability to harness the life giving energies of the sun alongside the destructive capabilities, as an action you can expend a 1st level spell slot and pick to do either of the following: **Radiant Burst**: All friendly creatures within 60 feet gain temporary hit points equal to your intelligence modifier + your proficiency bonus. These hit points fade after the number of rounds equal to your intelligence modifier. **Radiant Warmth**: All friendly creatures within 30 feet heal for half your proficiency bonus in hit points for the number of rounds equal to your intelligence modifier. Higher level spell slots increase the amount of rounds the temporary hit points or healing persist for, adding an additional 2 rounds per level of spell slot consumed in this way. \page #### Icarus At 15th level you gain the ability to grant others solar wings, allowing them to move without impediment, granting them speed and power. You cannot harness this power for yourself as it would be tempting fate to fly that close to the suns power. As an action you may grant a friendly creature you can touch, wings of light that give them a flight speed of 45 feet, and increases their armour class by +2. You may grant up to your intelligence modifier creatures these wings, and they last for 1 minute. Once you have used this feature you may not use it again until you have finished a long rest. Although you cannot grant yourself wings or fly using this ability you do gain some small benefit, as a reaction to falling you may grant yourself the benefit of the feather fall spell, without the use of material components, or consuming a spell slot. This effect is always available as long as you remain conscious. Additionally as a bonus action you may double your ground speed, allowing you to dash past hostile creatures and not trigger attacks of opportunity, while dashing you add your proficiency bonus to your armour class, the bonus speed only lasts until the end of your next turn. After using this ability you cannot use it again until you have finished a short or long rest. ### Photophilia Something in your past or training caused you to become obsessed with harnessing the light, weather it be the light of dawn, the holy light of an Angel or the sickening light of Radience that burns away all weakness, roll or pick one option from the following table to determine what the obsession is. | D6 | Quirk | |:----:|:----:| | 1 | You witnessed a ceremony by a priest or cleric of a light god, and the radiant light you witnessed brought you revelations of your own. | | 2 | The folly of youth found you trapped in a dark place (A cave, basement or other lightless environment) and left you with the wish to never be without light again. | | 3 | In the past you were blind, weather though curse, injury or birth. Since it was cured you have became infatuatied with the light you couldn't see before. | | 4 | You survived, but you lost a family member to the Darkness. Now you wish to be the Beacon in the dark too never let others become lost in it again. | | 5 | There is beauty all around, the light only helps illuminate it so others can see it better, you always want others to be able to see that beauty. | | 6 | You know the dangers of the sun, although it may give life if it is overexposed it can lead to death and destruction, harnessing it is the only way to protect yourself. |