Roguish Archetype - Solar Bladedancer


While many roguish types prefer to skulk in the shadows, the Solar Bladedancer is a radiant figure who cuts their way across the battlefield with both speed and an inspiring radiance. Solar Bladedancers are usually only one step removed from monastic orders, and often follow similar practices, but their bright and flashy abilities often lead them to be more integrated with society than most ascetics.

A Solar Bladedancer's gentle healing and swift strikes makes them an asset to any adventuring party, though given their radiant abilities they may not play well with those that prefer to dwell in darkness.

Solar Blade

From 3rd level you're able to imbue your weapon strikes with the power of the sun. When you hit with a Sneak Attack, you deal an additional 1d6 damage as Radiant damage.

In addition, you can choose to turn up to half of your Sneak Attack damage into Radiant instead of its normal damage type.

Finally, you may cause a weapon you're holding to ignite with radiant light at any time at no action cost. This casts bright light out ot 20ft and dim light 20ft beyond that. This lasts until the weapon leaves your hand or until you choose for it to end.

Healing Light

Also from third level you gain a number of Healing Light dice (d6) equal to 1 + your total Sneak Attack dice. You can expend any number of dice as an action to restore hit points to a creature you can see within 60ft, including yourself.

Expended dice are regained on completion of a short or long rest.

Dash Strike

From 9th level you can use the sun's force to propel forward at the speed of light, cutting through creatures in your path. You may declare an attack as part of your movement, using your action as normal, and so long as the movement would end with you adjacent to that creature, you teleport to them instead of moving normally. Even if this attack would not normally qualify for Sneak Attack it does as part of a Dash Strike.

Sunball

From 13th level you can concentrate the very power of the sun into your palm. As an action choose a creature you can see within 60ft and make a ranged spell attack, using your dexterity modifier for the attack roll. On a successful hit this deals radiant damage equal to your Sneak Attack dice plus your Solar Blade damage to the target, and half as much to all creatures within a 10ft radius.

On a miss, it deals half as much damage to the target, and half that to creatures within the 10ft radius.

Sunball can be used a number of times equal to your proficiency bonus. You regain one expended use on a short rest, and all uses on a long rest.

Solar Dodge

From 13th level the sun's speed enhances your Uncanny Dodge. Roll a d4 on the below table for its effects.

d4 Time of Day Effect
1 Dawn You gain temporary hit points equal to half the damage you took. These last for 1 minute.
2 High Noon The attacking creature takes radiant damage equal to the damage you took.
3 Dusk You regain your Reaction.
4 Eclipse You can immediately attack the attacking creature if they're in range. This qualifies for Sneak Attack, even if it wouldn't normally.

Mastery of the Sun

From 18th level your abilities improve in the following ways:-

  • Your Solar Blade damage dice is increased to a d12. It can also now convert all your Sneak Attack damage to Radiant instead of only half.
  • Your Healing Light dice can no longer roll below 3 - any roll of 1 or 2 is now treated as a 3. It can now also be used as a bonus action.
  • Your Dash Strike's momentum carries you further. You gain an additional bonus action after you successfully hit with Dash Strike's attack. This is lost at the end of the current turn.
  • If your Sunball hits, it now also blinds the target creature and any of those caught in the blast radius. This lasts until the end of your next turn for the target you hit, and until the end of the other creature's turns for those caught in its secondary damage.

Wax and Wane

From 18th level you can change the localised time of day. By meditating for 1 minute, you can change the time of day within a 1 mile radius to any of your choice. This only affects the local lighting of the sky, and nothing else. This lasts until time would naturally progress to the chosen time, at which point it continues as normal. For instance if you changed the time of day from 10am to midnight, it would last for 14 hours, at which point the sky's time would continue as normal once more.

Wax and Wane can be used at will.