It wasn’t meant to be like this.
The last of her mighty hammers fades into ash. To her left, a Hive knight pulls its foul sword from the torn flesh of a Warlock’s back. Legions of thralls and acolytes and lumbering ogres swarm across the lunar plain, chittering or laughing or singing with battle-joy—she does not know or care. Above her, the sky burns with sickly green fire, and in the distance a creature too terrible to name awaits.
The knight is upon her, and she slams a fist into its chest, sends it reeling backwards with flame licking up its chitinous armor. It roars at her, and her shotgun roars back, but as soon as it falls another takes its place.
Shrieks of fear and pain echo through her helmet. Panicked calls for retreat, cut short. Behind her, around her, Guardians drag their dead and dying away. “Fall back!” a Hunter screams, before a bolt of purple energy silences her.
She shakes her head. She has never seen such cowardice.
Another knight burns, and the tip of her shotgun glows forge-red beneath the green sky. She takes a step forward. And then another, against the tide, sheer willpower driving her through the waves of chitin and snapping maws. Fist, shotgun, boot: all in harmony now as she marches deeper into the ocean of blades. More and more Hive turn to challenge her, and she welcomes them with open arms.
All around her corpses pile up, and still the Hive come. She is irresistible to them now, and they ignore their easy prey to die in droves at her feet, mad with hate or hunger. She climbs the mountain of the dead inch by unsteady inch, daring them to follow, destroying them as they try.
She has heard whispers of this plague from the leaders of her Order: world-eaters, followers of the Deep itself, worshipers of death. Come, then! she thinks, the bright laughter of her Ghost twinned with the fire in her heart. I have built myself a temple—come and worship at the altar!

Forged in Honor
Some in the Last City still consider the sunbreakers a mere legend, but this Titan order is as real as the Light-forged hammers they famously wield. Since the grim times before the Last City was even founded, the sunbreakers have operated independently, bound by honor and oaths to oppose the Darkness on their own terms. Even as City Guardians begin to join their ranks, the Order remains fiercely self-reliant and self-directing.
Shine Brightest
Risen who become Titans often feel a need to be capable of standing alone and holding their own ground. These feelings are strongest in those that become sunbreakers, who train to fight battles of their own choosing, often by themselves. Even when they join ranks with other Guardians, sunbreakers hold themselves somewhat apart, maintaining their own standards, principles, and pride.
Recommended Exotics
Weapons: Super Good Advice, Tommy’s Matchbook
Armor: Loreley Splendor, One-Eyed Mask
Class Features
As a sunbreaker, your superclass is Titan and your Power is derived from the Light. You gain the following class features.
| Level | Proficiency Bonus | Features | Power Level |
|---|---|---|---|
| 1st | +2 | Inner Flame, Tactical Power | 1st |
| 2nd | +2 | Combat Specialty, Solar Grenade Powers | 1st |
| 3rd | +2 | Stamina Surge, Sunbreaker Code, Super Power • Code of the Devestator • Code of the Forgemaster • Code of the Siegebreaker | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 1st |
| 5th | +3 | Extra Attack | 2nd |
| 6th | +3 | Archetype Feature | 2nd |
| 7th | +3 | Aspects of the Sunbreaker | 2nd |
| 8th | +3 | Ability Score Increase | 2nd |
| 9th | +4 | — | 3rd |
| 10th | +4 | Archetype Feature | 3rd |
| 11th | +4 | Refined Flame, Advanced Training | 3rd |
| 12th | +4 | Ability Score Increase | 3rd |
| 13th | +5 | — | 4th |
| 14th | +5 | Additional Aspect | 4th |
| 15th | +5 | Indomitable Flames | 4th |
| 16th | +5 | Ability Score Increase | 4th |
| 17th | +6 | — | 5th |
| 18th | +6 | Archetype Feature | 5th |
| 19th | +6 | Ability Score Increase | 5th |
| 20th | +6 | Fight Forever | 5th |
| Optional: Become Prismatic |
Hit Point Stats
Shield die: d12
Shield recharge roll: (1d12 per Power level) + your Power modifier
Maximum Overshields: 5 times your Power level
Shield points at 1st level: 12
Shield points at higher levels: add 7 (or 1d12) for each level after first
Health points at 1st level: 12 + your Constitution modifier
Health points at higher levels: add your Constitution modifier for each level after first, minimum +0
Starting Proficiencies
Armor: Medium, heavy
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: all
- Martial Ranged Weapons: none
- Simple Firearms: auto rifles, hands cannons, pulse rifles, sidearms, submachine guns
- Martial Firearms: breech grenade launchers, drum grenade launchers, fusion rifles, light machine guns, rocket launchers, shotguns, trace rifles
Saving Throws: (Choose Strength or Constitution) and Wisdom
Skills: One Wisdom-based skill of your choice, and any one other skill of your choice
Power Stats
Power ability score: Wisdom
Power modifier: your Wisdom modifier
Power level: see sunbreaker class table
Power save DC: 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier: your proficiency bonus + your Wisdom modifier
Power saving throw: make a Wisdom saving throw
Titan’s Strength
As a Risen Titan, you are proficient with the Athletics skill.
You also hit harder with your unarmed strikes than others do. You always roll a d6 for the damage of your unarmed strikes. This damage die increases to 1d8 at 5th level, 1d10 at 11th level, and finally to 1d12 at 17th level.
Finally, when performing a standing jump, you can extend the distance of your jump by a number of feet equal to your Power modifier, or twice as much when performing a running jump. You must become grounded before you can extend a jump’s distance in this way again. It still costs 1 foot of movement for every foot you jump, as normal.
Inner Flame
The Light you carry within you is forged into the sunbreaker’s fire, and you are initiated into its mysteries. Even at 1st level you have the capacity to invoke your Inner Flame. You gain a number of Inner Flame uses equal to 1 + your Power modifier (minimum of one use). When you spend a use of your Inner Flame, you choose which of the following effects to cause. You regain all uses of Inner Flame when you complete a long rest.
Inner Flame Options
Flare. If you or a creature within 10 feet of you is subject to an attack from a source you can see, you may use your reaction to flash a spark of your Light at the attacker. The attacker has disadvantage on all attacks it makes until the end of the current turn.
Smite. After making a successful weapon attack, one creature you’ve damaged takes an additional 1d8 solar damage. This damage becomes 2d8 solar at 5th level, 3d8 solar at 11th level, and then 4d8 solar at 17th level.
Soothe. As an action on your turn, you may touch a willing creature and allow them to recover hit points equal to 2d8 + your Power modifier. This amount of dice you roll increases to 3d8 at 5th level, 4d8 at 11th level, and then to 5d8 at 17th level.
Burn Bright. You may cause an Inner Flame effect without spending a use of Inner Flame by first taking recoil damage equal to your energy shield recharge roll.
Tactical Power
Even at 1st level you know how a tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.
Suncharge
Casting Time and Type: 1 action, tactical Power
Range: self
Recharge die and score: d6, 5+
Duration: Instantaneous
You launch yourself up to 15 feet forward in a straight line. At the end of this movement, all targets in a 15-foot cone originating from you (and which must be pointed in the same direction as your line) must make a Strength saving throw, taking 2d8 solar damage on a failed save, or half as much on a success. A target that fails its saving throw is also either knocked Prone or knocked back 10 feet, your choice.
You must have a speed greater than 0 to cast this Power.
At Higher Levels. The amount of damage you add for this Power becomes 3d8 at 5th level, 4d8 at 11th level, and finally 5d8 at 17th level.
Sunstrike
Casting Time and Type: add-on effect, tactical Power
Reach: —
Recharge die and score: d6, 5+
Duration: Instantaneous
When you hit with an unarmed strike, you may spend a tactical Power charge to add 1d8 solar damage to the hit.
At Higher Levels. The amount of solar damage you add with this Power increases as you reach higher levels. It becomes +2d8 at 5th level, +3d8 at 11th level, then +4d8 at 17th level.
Throwing Hammer
Casting Time and Type: 1 action, tactical Power
Range: 20/40 feet
Recharge die and score: d6, 6+
Duration: Instantaneous
You forge a hammer from your solar Light in a free hand and throw it at a target within range. Make a ranged Power attack roll, adding your Power level to the attack modifier for this. The target takes 1d10 + your Power modifier in solar damage on a hit.
Retrieval Charge. The hammer remains manifested until the end of your next turn. No other creature may use it (it will be impossibly heavy to wield for them), but if you are able to touch your hammer before the end of your next turn, the hammer dissipates and you immediately regain 1 tactical Power charge.
Explosive Demise. If you do not touch your hammer before the end of your next turn, the hammer explodes. All targets within 5 feet of it must make a Dexterity saving throw, taking an amount of explosive solar damage equal to the hammer’s damage on a failed save, or half as much on a success.
Holding Charge. Though you do not have to concentrate on this Power, you cannot make tactical Power recharge rolls until the hammer dissipates or explodes, whichever occurs first.
At Higher Levels. The amount of dice you roll for this Power increases by one at 5th level (roll 2d10), 11th level (roll 3d10), and once more at 17th level (roll 4d10).
Combat Specialty
At 2nd level, you learn a fighting specialization with a distinct style. Choose one of the following options. You can’t select a Combat Specialty option more than once, even if you later get to choose again.
List of Sunbreaker Combat Specialty Options
DEFENSE: While wearing Guardian armor, you have a bonus +1 to your AC.
DUAL-WIELDER: You can now add your ability modifier to the damage of offhand weapon attacks you make with Agile weapons. You may also dual-wield a Main-handed weapon with an Agile weapon without penalty. Finally, you may now use a free action on your turn to perform a single swap motion.
GENERALIST: When you are wielding a simple weapon and no other weapons, you have a bonus +2 to attack and damage rolls with that weapon.
HEAVY WEAPONS EXPERT: When you roll a 1 or 2 on a damage die for an attack you make with a martial weapon or martial firearm, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
LOADED FOR BEAR: You have a bonus +2 to attack rolls you make with weapons that have the Unwieldy property.
MASTER AT ARMS: You have a bonus +1 to all weapon DCs that benefit from your proficiency bonus, including Payload DCs.
Solar Grenade Powers
Additionally at 2nd level, you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Fusion and Thermite grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the solar grenade Power list at the start of this chapter.
Fusion Grenade
Casting Time and Type: 1 action, grenade Power
Range: 20/60 feet
Recharge die and score: d8, 6+
Duration: Instantaneous
You create a palm-sized grenade brimming with solar Light, which you throw at a target within range. Make a ranged Power attack roll, and add your Power level to your attack modifier for this. If you hit, the target takes 2d10 explosive solar damage. If you miss, the target must succeed on a Dexterity saving throw or take half damage.
At Higher Levels. The damage of this grenade increases by 1d10 for each Power level you are beyond 1st.
Thermite Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Instantaneous
You fling a grenade of Light onto a hard surface within range. On impact with the surface, the grenade unleashes a wave of solar Light. The wave travels in a 10-foot-wide line along the ground and goes up to 20 feet in a direction of your choice. The line stops short if it meets a dropoff or wall. The flames of the grenade reach up to 5 feet high.
All creatures in the area take 3d6 solar damage. A creature may use their reaction to take only half as much damage.
At Higher Levels. Casting this grenade at a Power level of 2nd or higher causes its base damage to increase by 1d6 for each Power level you are above 1st.
Stamina Surge
As a sunbreaker, your Light was forged in the heat of your Order’s rigorous trials, and your resolve tempered to unfailing strength. When others might fall, you press yourself to rise again.
Beginning at 3rd level, if you take damage that reduces you to half your shield points or less, but you still have at least 1 health point remaining, you may use your reaction to make a shield recharge roll. Alternatively, if you start your turn with half your shield points or less, you may use a bonus action to make a shield recharge roll.
Like normal, whenever you make any energy shield recharge roll, you must wait until the start of your next turn before you may do so again.
Once you use this feature, you must complete a long rest before you can use it again.
At Higher Levels. Beginning at 9th sunbreaker level, you can use this feature twice between long rests. When you reach 17th sunbreaker level, you can use it three times between long rests.
Sunbreaker Code
Also when you reach 3rd level, you choose a code that reflects your principles and the shape of the burning Light within you: the Code of the Devastator, the Code of the Forgemaster, or the Code of the Siegebreaker, all detailed at the end of this class description. The code you choose grants you additional and unique features as you level up in this class.
Super Power
Finally at 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.
Burning Maul
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Concentration, up to 1 minute
You forge your solar Light into a maul with the stats and properties shown. While wielding this weapon, your base walking speed increases by 10 feet.
Weapon Name: Burning Maul
Damage: 2d10 solar
Reach: 5 ft.
Properties: Power Weapon, Two-Handed
Shield Alignment. While concentrating on this Power and wielding your burning maul, your energy shields are considered solar-aligned.
Burning Fields. As an action, you may reduce your remaining rounds of duration on this power by 2 in order to slam the hammer into a target within reach, sending out a shockwave of solar Light. It and all other targets (other than yourself) within 10 feet must make a Constitution saving throw, taking 4d10 + your Power modifier in solar damage on a failed save, or half as much on a success.
If the target is a creature, make a melee Power attack roll, adding your Power level to the attack roll for this. On a hit, the target has disadvantage on their Constitution saving throw.
At Higher Levels. The damage you roll for your Burning Fields action increases by 2d10 for each Power level you are above 1st, and the damage of your burning maul Power weapon increases by 1d10 at the same rate.
Hammer of Sol
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
You forge your solar Light into a hammer, holding it in a free hand. The hammer has the stats and properties shown. While wielding this weapon, your base walking speed increases by 10 feet.
Weapon Name: Hammer of Sol
Damage: 2d6 solar
Reach: 5 ft.
Properties: Main-Handed, Power weapon, Thrown (20/60)
Shield Alignment. While concentrating on this Power and wielding your hammer of sol, your energy shields are considered solar-aligned.
Molten Shards. As an action, you may reduce your remaining rounds of duration on this power by 2 in order to throw your Hammer of Sol at a target within 60 feet (mortar). Upon impact the hammer explodes into molten shards. All targets within a 5-foot radius sphere, centered on the impact site, must make a Dexterity saving throw, taking 5d6 + your Power modifier in explosive solar damage on a failed save, or half as much on a success.
A creature that fails its saving throw and takes damage from this action is also Scorched for the next minute. It may repeat a Constitution saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on the Constitution saving throw, or for whom the effect ends, is immune to being Scorched in this way for 24 hours.
Recall. Whenever you throw the hammer while concentrating on this Power, it dissipates at the end of its throw and reforms in your free hand after.
At Higher Levels. Your Hammer of Sol Power weapon gains an additional damage die for each Power level you are above 1st, and the damage of your Molten Shards action increases by 2d6 for each Power level you are above 1st.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
Support Power
Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.
Barricade
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You craft a solid, semi-transparent wall out of your Power with the stats shown, centered in front of yourself and mounted to the ground there, incapable of moving or being moved from it. It is considered a construct to siege weapons. For the duration, only creatures of your choice may pass through the barricade.
Dimensions: 15 feet wide, 10 feet tall, and 1 inch thick
AC: 10 + your Power level
Health points: 10 times your Power level
You can only have one barricade ongoing at a time. If you cast a new barricade, your old barricade dissipates. This support Power also ends early if you are Incapacitated.
Rally
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
All creatures of your choice within 10 feet of you become Empowered (rank 1). This becomes Empowered (rank 2) beginning at 7th level, then Empowered (rank 3) starting at 14th level.
When a creature Empowered in this way applies the Empowered condition to the results of a damage roll, they may choose to maximize a number of dice in the damage roll equal to the rank of the Empowered condition. They must choose which dice to do this to before making their damage roll.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.
Aspects of the Sunbreaker
At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.
Consecration
You learn the Consecration tactical Power, shown below.
CONSECRATION
Casting Time and Type: 1 action, tactical Power
Range: self (airborne only)
Recharge die and score: d6, 6+
Duration: Instantaneous
Bursting with solar Light, you rapidly descend from a height of at least 5 feet, but no more than 30 feet, and slam into a ground. Your point of impact must be within a cone originating from you, with a length equal to your height when you cast this Power. For instance, if you cast this Power from a height of 10 feet, your point of impact must be within a 10-foot cone originating from you. The cone must be pointing toward a ground to land on.
After hitting the ground, a shockwave of solar Light expels in a 5-foot radius sphere centered on you. All targets within the area must make a Dexterity saving throw, taking 3d8 solar damage on a failed save, or half as much on a success. A target that fails this saving throw is also Scorched for the next minute.
A target Scorched by this may repeat a Constitution saving throw at the end of each of its turns, ending the effect on itself early on a success. A target that succeeds on the saving throw, or for whom the effect ends, is immune to being Scorched in this way for 24 hours.
You cannot cast this Power if there isn’t a ground within range.
Bonus Effect. After resolving the cast effect, you may use your bonus action to cause an additional shockwave of solar Light. Any Scorched target within 5 feet of you takes an additional 1d6 + your Power modifier in solar damage.
At Higher Levels. The cast damage of this Power increases to 4d8 at 11th level, then to 5d8 at 17th level. The amount of dice you roll for the bonus effect of this Power increases to 2d6 at 11th level, then to 3d6 at 17th level.
Roaring Flames
The first time you cast a sunbreaker Power on your turn, you gain one stage of Roaring Flames (condition) at the end of your turn, to a maximum of 3 stages. The condition lasts for 1 minute or until you’re Incapacitated, whichever happens first. Each time you gain a stage of Roaring Flames, the duration of the condition is reset to 1 minute.
While the Roaring Flames condition is ongoing for you, you deal an additional 1d4 solar damage per stage whenever you damage a creature with a sunbreaker Power or sunbreaker Power effect.
Sol Invictus
Damaging a grounded hostile creature with a sunbreaker Power creates a sunspot, a Power effect defined below. The sunspot is centered on the ground beneath the space the creature occupies. You have advantage on melee, grenade, and support Power recharge rolls you make while standing within 10 feet of any of your sunspots.
SUNSPOT
A sunspot is a cylinder of solar Light 5 feet tall and with a 5-foot radius. Creatures of your choice who start their turn within a sunspot, or who enter the area of a sunspot for the first time on a turn, take 1d6 solar damage. This amount increases to 1d8 at 11th sunbreaker level, then to 1d10 at 17th sunbreaker level.
The maximum number of sunspots you can have ongoing at a time is equal to 1 + your Power modifier. Sunspots last until you are Incapacitated or until you complete at least a brief rest, whichever happens first. You may also dismiss any amount of your sunspots on your turn as a free action.
Refined Flame
At 11th level, with training and the practice of hard use, the flames of your Light are refined, and you gain deeper insight into the sunbreaker ways. Your Inner Flame uses are improved in the following ways.
Blinding Flare
The range of your Flare Inner Flame option increases to 15 feet. Furthermore, the target of Flare must also succeed on a Wisdom saving throw or become Blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. If it succeeds on the saving throw, or if the effect ends for it, it is immune to being Blinded in this way for 24 hours.
Wrathful Smite
Each of your weapon attacks deals an additional 1d8 solar damage. This includes attacks on which you spend a use of your Inner Flame on Smite.
Revitalizing Soothe
When you spend a use of Inner Flame on Soothe, the target regains an additional amount of hit points equal to 5 times your Power level. You may also choose to end one condition affecting them, but only if that condition isn’t caused by another condition.
Advanced Training
Also at 11th level, you may choose an additional option from your Combat Specialty list. When you complete a long rest, you may change which options you’ve selected from your Combat Specialty list.
Additional Aspect
At 14th level, you may choose a second sunbreaker Aspect.
Indomitable Flames
At 15th level, you are sure of yourself and the fires of your Light. When you call upon your super Power, you do so with unshakable poise. You are immune to being Charmed or Frightened while concentrating on your super Power. If you are Charmed or Frightened when you cast your super Power, you end the effect on yourself.
Fight Forever
At 20th level, you are a master of the sunbreaker fighting arts. While you are concentrating on your super Power, you regain 10 shield points at the start of each of your turns.
Sunbreaker Codes
All sunbreakers share the same oath, but each chooses a code to live by. More than additional strictures of honor, these codes describe methods for releasing the burning inner Light sunbreakers cultivate. The code you choose will guide your initiation into the mysteries and techniques of the sunbreaker, and shape how you will wield the starfire of your Light.
Sunbreakers who practice the Code of the Devastator have chosen to refine themselves into instruments of raw power, determined to obliterate opposition with thunderous, earthshaking blows of a Light-forged warhammer. What they lack in subtlety, they more than make up for with their ability to flatten even the most daunting foes.
Terrifying Visage
Learning the Devastator’s Code at 3rd level has taught you to make your Light fearsome. When you draw it forth, it is a thing of terror to your enemies.
When you cast a sunbreaker Power, you can force all creatures you choose within 30 feet of you, who can also see you, to make a Wisdom saving throw against your Power save DC. On a failed save, they become Frightened of you until they complete at least a brief rest. A Frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on its saving throw, or for whom the effect ends, is immune to being Frightened in this way for 24 hours.
Kindled Vigor
At 6th level, the flame of your Light burns brightly, and kindles a surge in your strength. Strength (Athletics) checks you make may always benefit from Expertise. Your weight limit is also doubled.
Temper Flare
At 10th level, you learn the following new Inner Flame option.
Temper Flare: When you take the Attack action on your turn, you may use this Inner Flame option to make one additional attack as part of your Attack action. You also take 1d8 recoil damage after resolving this additional attack.
Undying Flames
Beginning at 18th level, if you take damage that would reduce you to 0 hit points, you may make a DC 10 Constitution saving throw. If you succeed, you are reduced to 1 health point instead. Each time you invoke this feature, the DC increases by 5. The DC returns to 10 after you complete a long rest.
You cannot invoke this feature if you have already used a different feature, trait, or other source that prevents you from being reduced to 0 hit points since the last time you completed a long rest.
The Forgemasters are those among the sunbreakers who train to become unwavering leaders and sharp tacticians. Adherents to this code learn to focus their Light both to weaken enemy defenses and bolster allies’ resolve. They prefer to take initiative, bringing the hammer down before enemies can escape their scourging fire.
Soothing Aura
At 3rd level, the flames of your Light are a warming comfort to your comrades. So long as you are not Incapacitated, whenever a creature of your choice within a 10-foot radius sphere of you receives any type of healing from a die roll, the amount they roll increases by 1d6. Creatures that receive this healing bonus from you are also bathed in solar flames, making it impossible for them to be Invisible until the end of their next turn.
At Higher Levels. The die you roll for this feature increases in size as you gain levels in this class. It becomes 1d8 at 9th sunbreaker level, 1d10 at 13th sunbreaker level, and then 1d12 at 17th sunbreaker level.
Tempered Metal
Beginning at 6th level, the sparks cast from the blows of your Light are boons to you and your allies alike. Once on your turn, if you reduce a hostile creature to 0 hit points with damage from a sunbreaker Power or Power effect, all creatures of your choice within 10 feet of you gain an additional 15 feet of movement until the end of their next turn.
Scorching Aura
When you reach 10th level, you learn to precisely control the efficacy of your Light. On your turn, you may spend a use of Inner Flame to cause all creatures of your choice within the area of your Soothing Aura feature to make a Constitution saving throw against your Power save DC. If a creature fails, it is Scorched for the next minute.
A Scorched creature may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Scorched in this way for 24 hours.
Solaris Cordis
At 18th level, you have tended the fires of your Light well, and now they burn hotter than ever. The radius of your Soothing Aura and Tempered Metal features increases to 20 feet.
When hope is dim and the outcome appears dire, the sunbreakers send those who follow the Code of the Siegebreaker. Their scorching fire burns brightest when darkness seems overwhelming, and where others would turn away, they forge ahead. Their code calls for burning the very ground enemies stand upon, claiming the battlefield itself with fire.
Light it Up
Training into the Code of the Siegebreaker at 3rd level means training your Light to melt through the very walls of Darkness. You learn the following Inner Flame option.
Blaze (Bonus Action): For the next minute, you radiate intense solar Light in a 5-foot radius sphere. Creatures who start their turn within the sphere, or who move within the sphere for the first time on a turn, take an amount of solar damage equal to 2 times your Power level.
You also shine paracausal bright light in a 10-foot radius sphere and dim light 10 feet beyond that. This light can pierce magical or paracausal darkness created at a spell or Power level equal to or less than your own Power level. The effect of this Inner Flame option ends early if you’re Incapacitated.
Sculpt Power
Also at 3rd level, your control over the Light you channel allows you carefully craft the range of its effects. You can give a number of creatures equal to 1 + your Power level immunity against your Powers and features; they take no damage and trigger no effects. You may change which creatures receive this benefit on your turn.
Backdraft
Beginning at 6th level, when you stoke the fire of your Light with the bellows of your will, it can propel you forward like a rush of hot wind. On your turn, you can choose to double your movement until the end of your turn. Once you use this feature, you can’t use it again until you move 0 feet on one of your turns.
Build the Pyre
At 10th level, the damaging radius of your Blaze Inner Flame option increases to 10 feet. Furthermore, the maximum number of uses you have for Inner Flame increases by one.
Eruption
At 18th level, you may use your action to spend your Inner Flame to unleash its full might. All targets within a 20-foot radius sphere centered on you must make a Constitution saving throw against your Power save DC. They take 5d8 explosive solar damage on a failed save, or half as much on a success. Creatures who fail this saving throw are also Scorched for the next minute.
A creature Scorched in this way may repeat the saving throw at the end of each of their turns (against your Power save DC), ending the effect on itself early on a success. Those who succeed on the saving throw, or for whom the effect ends, are immune to being Scorched in this way for 24 hours.
