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Admiral Xytan 1
2015-12-21, 11:29 AM
So, here this is. This is a class I made, based on the Sunbreaker subclass for the Titan in Destiny. Just to clear this up right off the bat, this is a full class, and just a class. There are no subclass option presented here. This is solely designed to take a Sunbreaker from Level 1 to Level 20. That said, it's based off of the Paladin chassis, but with nearly all spellcasting and healing removed. He is entirely focused on damage output and staying alive to keep up that damage output. It probably has quite a few balance issues, seeing as I designed this thing to throw out a lot of damage and maybe I went too far. Feel free to let me know what you think. I'm always looking for feedback on my creations. Honestly, you all are free to use anything I post here and I like to think that I'm helping the community a bit, but the main reason I post homebrew stuff here is so that I can better refine it for my own use.

Sunbreaker

Forge the fury of undying suns.

A Sunbreaker stands resolute against evil, clad in plate armor, shattering his foes with divine flame. Sunbreakers are not much for laws, typically doing as they please and more than a little haughty, but holding fast to a few close comrades who have shared their troubles. A bond with a Sunbreaker is one forged in fire. They stand as burning beacons of justice, hunting down evil forces and smashing them with their furious strength. Though Sunbreakers are nearly universally good, it is said that there have been a few who have fallen to the dark, corrupted by its influence and driven away from the light, but no examples of this occurrence are known.
Sunbreakers are mighty, nigh-indomitable warriors, who train for years to hone their skills to attain a mastery over their powers that other warriors can only dream of, for they fight, not merely with sword and shield, not merely with a righteous hammer, but also with a blazing flame of divine power that simmers inside them, always ready to be released.

Class Features
As a Sunbreaker, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Sunbreaker level
Hit Points at First Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Sunbreaker level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, Perception, Persuasion, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
• a martial weapon
• explorer’s pack
• scale mail

Radiant Flame
Fire damage you inflict using a weapon, spell, or a Sunbreaker class feature, is also treated as radiant damage for the purpose of overcoming damage resistance.

Fire Keeper
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Sunbreaker level.
Temporary hit points that you gain from Sunbreaker class features can stack with each other.

Fighting Style
At 2nd level, you adopt a fighting style as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you get to choose again later.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed property or versatile property for you to gain this benefit.

Forgemaster
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one or more Light Points, up to 6, to deal fire damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 per spell point expended.
You have a number of Light Points equal to your Sunbreaker level. You regain all expended Light Points after a short or long rest.

Simmering Flames
At 3rd level, you unlock the ability to release your pent-up flames upon your foes. You learn three of the following Sunbreaker cantrips. You learn a fourth at 7th level, and a fifth at 15th level.
Sunbreaker cantrips: Accelerant, Create Bonfire, Control Flames, Fire Bolt, Fire Wave, Melting Point, Sunstrike

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th 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.

Stoke the Forge
At 5th level, you can make a melee weapon attack as a bonus action.
At 15th level, you can cast a Sunbreaker cantrip as a bonus action.

Thermal Vent
Starting at 6th level, when you reduce a hostile creature to 0 hit points, enemies within 5 feet of the creature take 2d8 fire damage.
At 18th level, when you reduce a hostile creature to 0 hit points, a Sunspot is created, centered on the creature you killed. Sunspots are 15-foot diameter spheres, which last for 3 rounds. Any hostile creature that begins its turn in a Sunspot or moves into the Sunspot takes 2d8 fire damage.

Aura of Flame
Starting at 7th level, the Sunbreaker gains resistance to fire damage and a bonus to melee weapon damage rolls equal to his Charisma modifier.

Fleetfire
Starting at 10th level, once per turn, when you reduce a hostile creature to 0 hit points, you can immediately move up to half your speed and make a melee weapon attack, neither of which take up an action. This movement must bring you closer to an enemy.
At 18th level, this ability can be used twice per turn.

Forgemaster
By 11th level, you are so suffused with fiery might that all your melee weapon strikes carry burning power with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 fire damage. If you also use your Sunstrike with an attack, you add this damage to the extra damage of your Sunstrike.

Fury of Undying Suns
At 20th level, your Strength and Constitution scores increase by 4 each, and your maximum possible values for these scores increases by 4.


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Sunbreaker Cantrips

Melting Point
Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Duration: 1 round
As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes ringed by fire until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 fire damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack ddeals an extra 1d8 fire damage to the target, and the damage for the target moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Accelerant
Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and divine fire leaps from the target to a different creature of your choice within 5 feet of it. The second creature takes fire damage equal to your Charisma modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second target increases to 1d8 + your Charisma modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Sunstrike
Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. On a hit, your blazing fire wreathes your weapon, and the target suffers the attack’s normal effects and takes extra fire damage equal to your Charisma modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 2d6 fire damage. The fire damage increases by an additional 2d6 fire damage at 11th and 17th level.

Fire Wave
Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
You create a momentary flare of fire around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 fire damage.
This spell’s damage increases by 1d6 when you reach 5th level, 11th level, and 17th level.

Amnoriath
2015-12-21, 11:54 AM
1. As you anticipated the amount of damage this can deal is obscene. While you don't actually have an Extra Attack your Sunstrike cantrip+Aura of Flame+Stoke the Forge equals a 12d6+20 fire damage on top of your 2 weapon attacks as a consistent routine. Also Forgemaster scales far better than Smite without the worry of giving up spell slots for the day.
2. Fire Keeper should never stack this is precisely the thing 5e was trying to avoid in which you can sacrifice a flock of hens giving yourself more effective health than the entirety of a grueling encounter. 5e wants you to use hit die this even makes Rage obsolete this way.
3. It is also quite boring all it does is fire damage, death burns, and an infinite temporary hit points. Every other martial class has some kind abilities that can help create a more integral strategy and utility in battle. All this does is kill everything to become unkillable.
4. It is also boring because it doesn't have any flavor either before or in the abilities themselves.
5. If you didn't want to make sub-classes than why didn't you just make it a sub-class?
This may be what they were in the game but it needs an overhaul and larger nuances to make it an interesting class.

PoeticDwarf
2015-12-21, 01:27 PM
I also wanted to mention most things you said here. This class could be really cool but the subclass problem is just :smallsigh::smallannoyed:

The temporary hit points with the d12 makes this as tanky as barbarians. With the way too strong damage and all the options you have and a barbarian doesn't it is just too strong.

The melee weapon attack as a bonus action makes 5 sunbreakers (full sunbreaker is already too strong) / 15 another martial

Although it is too strong, why no features on most levels :smallfurious:
That's not how it works...

GoldenDwarf
2015-12-23, 07:37 AM
This is an OP class