Her last memory is of a shuddering impact, the crack of bone. Her bone. And then: nothing. The memory ripples through her, echoing and amplifying, and slowly she comes to understand that somewhere beyond herself she can hear the sounds of her fireteam.
Fighting. Killing. Dying.
It is a Guardian’s lot to die. To die again and again, as payment for a second life. The Traveler blessed her with the power of the Sun, and in return she has devoted that power to the cleansing of her enemies, to driving back the Darkness that would snuff out humanity’s indomitable light. Death is a constant. Death is familiar.
And now, in death, she is terrified. She is always terrified. Even so, something of her remains:
A spark.
Time stops in this place. It affords her space to understand the shape of her fear, to listen to the movements of the skein that binds her to the world she has just departed. There is a cadence to it: it rises and falls in a rhythm she can never quite define, can never quite remember. But when she hears it—when she feels it—she has the same thought she always does, and as always, it feels to her that it is the first time she has ever thought it:
It is like a song.
It is a song of power beyond that which even she knows, holding in it the beauty of destruction, of life, of death, and of what comes after, as though all of existence is a melody and she has heard the underlying chord. To hear it is not soothing, for she knows it is separate from her, it cares nothing for the tiny pinprick of her existence—but it is there, and she can hear it. And that in itself is a gift.
The world she has recently departed is violent and terrible. But it is her world, and in it are others she has come to care for, and they are worth protecting. To do otherwise would be to squander the gift. It would be a betrayal of the flame.
From the darkness, she snatches at the melody, and when at last she finds it, she finds harmony, and the spark catches.
And then she is reborn, and she sets the world ablaze.

Rise Like the Sun
As the sun rises day after day, no matter how deep the night, inexorably banishing every grim shadow in the blaze of dawn, so do Sunsingers mantle themselves in searing solar brightness to stand forth against the overwhelming darkness humanity faces. Their radiant expressions of Light endow Sunsingers with awe-inspiring powers of mythic proportions: swords of righteous fire, wings of brilliant sunlight, and even the ability to return from beyond death in a glorious blaze. Practicing these abilities without being consumed and burned up by the intensity of their fiery power requires immense fortitude, discipline of spirit, and strength of heart.
Shine On
The spectacular abilities of Sunsingers attract plenty of would-be disciples from the ranks of recently risen Warlocks, yet many find the training frustrating, or have difficulty taming the intense solar energies of Sunsinger techniques. Whether it comes naturally or they find it through long and patient practice, successful Sunsingers have an enthusiastic connection to their Light, and find it a warm comfort rather than a blinding glare. Above all, they seek to share its blessings, holding themselves up as guiding beacons for their allies.
Recommended Exotics
Weapons: Lord of Wolves, Tlaloc
Armor: Apotheosis Veil, Sunbracers
Class Features
As a sunsinger, your superclass is Warlock and your Power is derived from the Light. You gain the following class features.
| Level | Proficiency Bonus | Features | Power Level |
|---|---|---|---|
| 1st | +2 | Detect Light and Dark, Tactical Power | 1st |
| 2nd | +2 | Divine Blessing, Solar Grenade Powers | 1st |
| 3rd | +2 | Patron of the Arts, Sunsinger Ballad, Super Power • Ballad of Flame • Ballad of Grace • Ballad of Dawn | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 1st |
| 5th | +3 | Blessed Repose | 2nd |
| 6th | +3 | Archetype Feature | 2nd |
| 7th | +3 | Aspects of the Sunsinger | 2nd |
| 8th | +3 | Ability Score Increase | 2nd |
| 9th | +4 | Touch of the Sun | 3rd |
| 10th | +4 | Ability Score Increase | 3rd |
| 11th | +4 | Archetype Feature | 3rd |
| 12th | +4 | Ability Score Increase | 3rd |
| 13th | +5 | Exquisite Sunrays | 4th |
| 14th | +5 | Additional Aspect | 4th |
| 15th | +5 | Nobility of the Sun | 4th |
| 16th | +5 | Ability Score Increase | 4th |
| 17th | +6 | Heliocentric | 5th |
| 18th | +6 | Archetype Feature | 5th |
| 19th | +6 | Ability Score Increase | 5th |
| 20th | +6 | Divine Perihelion | 5th |
| Optional: Become Prismatic |
Hit Point Stats
Shield die: d8
Shield recharge roll: (1d8 per Power level) + your Power modifier
Maximum Overshields: 5 times your Power level
Shield points at 1st level: 8
Shield points at higher levels: add 5 (or 1d8) for each level after first
Health points at 1st level: 8 + your Constitution modifier
Health points at higher levels: add your Constitution modifier for each level after first, minimum +0
Starting Proficiencies
Armor: Light, medium
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: all
- Martial Ranged Weapons: combat bows
- Simple Firearms: all
- Martial Firearms: breech grenade launchers, drum grenade launchers, fusion rifles, light machine guns, linear fusion rifles, rocket launchers, shotguns, trace rifles
Saving Throws: Wisdom and Charisma
Toolkits: Medical
Skills: One Charisma-based skill of your choice, and any one other skill of your choice
Power Stats
Power ability score: Charisma
Power modifier: your Charisma modifier
Power level: see sunsinger class table
Power save DC: 8 + your proficiency bonus + your Charisma modifier
Power attack modifier: your proficiency bonus + your Charisma modifier
Power saving throw: make a Charisma saving throw
Warlock’s Prowess
As a Risen Warlock, you are proficient in the Arcana skill. Additionally, your control over the Power you channel allows you to carefully craft the range of its effects. You may give a number of creatures equal to 1 + your Power modifier immunity against the damage and effects of your Powers whenever you cast them (minimum 1 creature). You must choose which creatures receive this benefit when you cast a Power, but you may change which creatures receive this benefit on your turn.
Also, 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.
Detect Light and Dark
Your refined sensitivity to the ebb and flow of the Light keeps you cognizant of subtle changes in the space around you. As an action, you can take one or two deep breaths, centering yourself and opening your awareness fully to the paracausal forces around you. For the next 10 minutes, you can determine what active modifiers there are in the area, if there are any weapons within 30 feet of you that can deal Darkness damage, and you can sense if there are any paracausal creatures within the same range. You learn the creature’s level (or individual CR) when you detect them in this way.
Tactical Power
At 1st level you gain your 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.
Celestial Fire
Casting Time and Type: 1 attack, tactical Power
Range: 20/40 feet
Recharge die and score: d6, 5+
Duration: Instantaneous
You use a free hand to hurl explosive solar energy at a target within range. Make a ranged Power attack roll, adding your Power level to the roll for this. On a hit, the target takes 1d8 + your Power modifier in explosive solar damage.
At Higher Levels. The amount of dice you roll for this Power becomes 2d8 at 5th level, 3d8 at 11th level, and then finally 4d8 at 17th level.
Incinerator Snap
Casting Time and Type: 1 action, tactical Power
Range: 20-foot cone
Recharge die and score: d6, 6+
Duration: Instantaneous
You hold up a free hand and snap your fingers, sending out a fan of burning sparks. All creatures within the area must make a Constitution saving throw, taking 2d8 solar damage on a failed save, or half as much on a success. A Blinded, Frozen, Poisoned, Restrained, Scorched, Severed, or Weakened creature has disadvantage on this saving throw.
At Higher Levels. The amount of dice you roll for this Power becomes 3d8 at 5th level, 4d8 at 11th level, and then finally 5d8 at 17th level.
Scorch
Casting Time and Type: 1 action, tactical Power
Reach: equal to your unarmed strikes
Recharge die and score: d6, 4+
Duration: Instantaneous
You strike out with solar Light against a target within reach, which must make a Dexterity saving throw. The target is Scorched and takes 2d6 solar damage on a failed save. If it succeeds, it takes half as much damage and is not Scorched.
A Scorched target 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.
At Higher Levels. The number of dice you roll for this Power’s damage increases by 1d6 at the following levels: 5th level, 11th level, and 17th level.
Divine Blessing
By the time you reach 2nd level, your abundant Light has become a protective balm you can share with your allies. As a bonus action on your turn, you may choose one creature you can see within 10 feet of you and grant them the blessing of your Light. The creature may regain shield points equal to 2d6 + your Charisma modifier. If the creature doesn’t have an energy shield point pool, it gains an equal amount of temporary hit points instead. These last for the next minute or until spent, whichever happens first.
You can use this feature a maximum number of times equal to your Charisma modifier (minimum once). You regain all uses when you complete at least a short rest.
Starting at 7th sunsinger level, this feature grants 4d6 + your Charisma modifier in shield points instead. At 14th sunsinger level, it becomes 6d6 + your Charisma modifier in shield points.
Solar Grenade Powers
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 Blaze, Healing, and Incendiary 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.
Blaze
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 8+
Duration: Concentration, up to 1 minute
You toss a fist-sized ball of solar Light onto a hard surface within range. The ball expands into a 5-foot radius sphere centered on the impact site. For the duration, any creature that ends their turn in the sphere, or who enters the sphere for the first time on a turn, takes 1d6 + your Power modifier in solar damage.
At Higher Levels. This grenade’s damage increases by 1d6 for each Power level you are above 1st.
Healing
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a ball of soothing solar Light at a hard surface within range. When the grenade impacts the surface it releases its Light, and all Risen creatures within 5 feet may make a shield recharge roll. If a Risen creature would make this shield recharge roll at a Power level less than yours, they may make their shield recharge roll at your Power level instead.
Like normal, whenever a creature makes any shield recharge roll, they must wait until the start of their next turn before they may do so again.
Incendiary
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You hurl a grenade packed with solar Light at a hard surface within range, and upon impact the grenade detonates. All targets within a 5-foot line-of-contact with the impact site must make a Dexterity saving throw. Targets that fail this saving throw take 3d6 explosive solar damage and are Scorched for the next minute. Targets that succeed take half as much damage and are not Scorched.
A creature Scorched in this way may repeat a Constitution saving throw at the end of each of its turns, ending the effect itself early on a success. Creatures that succeed on their saving throw, or for whom the effect ends, are immune to being Scorched in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d6 for each Power level you are above 1st.
Patron of the Arts
When you reach 3rd level, choose an artisan toolkit, or choose one of the following skills: Acrobatics, Athletics, Animal Handling, Performance, or Sleight of Hand. You gain proficiency with your choice. If you are proficient with your choice already, it may now benefit from Expertise.
Sunsinger Ballad
At 3rd level you choose the form of your sunsinger ballad, which will shape the progression of your abilities. Choose from the Ballad of Flame, the Ballad of Grace, or the Ballad of Dawn, all detailed at the end of this class description. Your choice grants you unique features at select levels, as seen in your sunsinger class table.
Super Power
When you reach 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.
Daybreak
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
You unfurl solar wings and summon a flaming greatsword made of pure solar Light into your hands, with the stats and properties shown. While wielding this sword, you have a fly speed equal to your base walking speed, and you shine paracausal bright light in a 10-foot radius sphere (dim light 10 feet beyond that).
Weapon Name: Dawnblade
Damage: 2d8 solar
Reach: 5 ft.
Properties: Power Weapon, Versatile
Shield Alignment. While concentrating on this Power and wielding your dawnblade, your energy shields are considered solar-aligned.
Blade Salvo. As an action, you may reduce your remaining rounds of duration on this power by 2 in order to swing your blade, hurling a projectile of solar Light from it at a target within 30 feet. All targets within 5 feet of the impact site must make a Dexterity saving throw, taking 5d8 + your Power modifier in solar damage on a failed save, or half as much on a success.
At Higher Levels. The damage of your Blade Salvo action, as well as the damage of your Dawnblade Power weapon, both increase by 2d8 for each Power level you are above 1st.
Song of Flame
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 18+
Duration: Concentration, up to 1 minute
You summon up a great outpouring of your Light and engulf yourself in its flames, sprouting wings of solar fire from your shoulders and enveloping yourself in a brilliant golden aura. For the duration, you gain the following benefits:
- You are the source of a 10-foot radius aura of paracausal bright light. You shed dim light 10 feet beyond that. You may choose to cause the area of the bright light to be considered an Abundant Light zone.
- You immediately gain Overshields. For the duration of this Power, while you have Overshields, you have resistances to all damage types except psychic.
- Damage from any Power you cast may invoke the effect of Destroy Creature.
Shield Alignment. While concentrating on this Power, your energy shields are considered solar-aligned.
Well of Radiance
Casting Time and Type: 1 action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Concentration, up to 1 minute
You conjure a sword of pure solar Light and stab it into the ground beneath you, projecting an aura of paracausal bright Light in a 10-foot tall, 10-foot radius cylinder, with the base centered on the sword. The sword also sheds dim light 10 feet beyond the cylinder.
Cast Effect. For each creature in the area of the bright light, choose whether they will take 3d8 solar damage or recover 3d8 hit points. A creature may only receive one effect or the other, not both.
Lingering Radiance. Creatures of your choice who end their turn within your Well of Radiance may make a shield recharge roll. Like normal, whenever a Risen creature makes any shield recharge roll, they must wait until the start of their next turn before they may do so again.
However, if a creature’s shield recharge roll made via this Power would be made at a Power level less than yours, they may make it at your Power level instead. Furthermore, the amount rolled may be applied to health first, with any leftover going into shield points.
Shield Alignment. While concentrating on this Power and standing in the area of it, your energy shields are considered solar-aligned.
At Higher Levels. The amount of dice you roll for this Power’s damage/hit point healing on cast increases by 2d8 for each Power level you are above 1st.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
Empowering Rift
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a vortex of Light that swirls in a flat 5-foot radius circle on the ground beneath your feet, centered on you. Until the start of your next turn when the rift dissipates, creatures of your choice standing within the circle are always considered Empowered (rank 1). A creature Empowered in this way immediately stops being Empowered if they leave the area of the circle.
You can only have one rift support Power ongoing at a time (either Healing or Empowering). If you cast a new rift support Power, the effects of any other ongoing rift support Powers instantly end for you.
At Higher Levels. This Power grants Empowered (rank 2) starting at 7th level, and then it grants Empowered (rank 3) when you reach 14th level.
Healing Rift
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a vortex of Light that swirls in a flat 5-foot radius circle on the ground beneath your feet, centered on you. All Risen creatures standing in the circle may regain shield points equal to 1d8 + your Power modifier. Until the rift dissipates at the start of your next turn, Risen creatures who enter the area of your rift for the first time on a turn may also recover 1d8 + your Power modifier in shield points. Once a Risen creature has received shield points from any rift you cast, they cannot do so again until you cast a new rift.
You can only have one rift support Power ongoing at a time (either Healing or Empowering). If you cast a new rift support Power, the effects of any other ongoing rift support Powers instantly end for you.
At Higher Levels. The amount of d8s you roll for this Power increases by one when you reach 7th level (2d8), and then it increases by one again when you reach 14th level (3d8).
Phoenix Dive
Casting Time and Type: 1 bonus action, support Power
Range: self (airborne only)
Recharge die and score: d6, 6+
Duration: Instantaneous
Enveloped in your solar Light, you rapidly descend directly downwards from a height of at least 5 feet, but no more than 20 feet, and slam into a ground you can stand on. A shockwave of restorative solar Light expels in a 10-foot radius sphere around you. All Risen of your choice within range may make a shield recharge roll, and they may use your Power level to determine their recharge roll.
You can’t cast this Power if there isn’t a ground within range, nor if your speed is 0.
Blessed Repose
When you reach 5th level, your restorative Light is so abundant that you regain shield points when you heal others. Whenever you use your Divine Blessing on a creature other than yourself, you also regain a number of shield points equal to 5 + your Power level.
Aspects of the Sunsinger
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.
Heat Rises
You learn the Heat Rises grenade Power, detailed below. If you reduce a hostile creature to 0 hit points while flying at a height greater than 5 feet from the ground, or while using your fly speed in zero gravity, you may make a tactical Power recharge roll. Furthermore, being airborne does not impose disadvantage on weapon attacks and Power attack rolls you make.
HEAT RISES
Casting Time and Type: 1 bonus action, grenade Power
Range: self
Recharge die and score: d8, 7+
Duration: Up to 1 minute
You grant yourself a flying speed equal to your base walking speed. This speed lasts for the next minute, until you are Incapacitated, or until you choose to end this Power’s duration (no action cost), whichever happens first.
Hellion
When you cast Healing Rift or Empowered Rift, all creatures of your choice standing within the area of the rift also gain a solar soul, detailed next. For the duration of your rift, a creature without a solar soul who moves into the area of your rift may also gain a solar soul, at your choice. Once a creature receives a solar soul, it may not do so again until the start of your next turn.
SOLAR SOUL
A tiny, glowing, yellow orb of Light, no bigger than a small coin. It hovers over a creature’s shoulder for up to 1 minute. A Risen creature may spend its solar soul to grant itself advantage on a single recharge roll it makes. It must choose to do this before the recharge roll is made.
Limitations. A creature cannot have more than one soul of any type at a time. If a creature gains a type of soul while it already has one, it chooses if it will lose its current soul to gain the new one. A creature also loses its solar soul if it becomes Incapacitated.
Hellion. A creature with a solar soul may choose to have soul deal 2d4 solar damage to one target of its choice within 10 feet. The creature can do this on its turn, or as a reaction at any time in initiative. After dealing damage or when the duration ends, the soul dissipates and its effect ends early.
At Higher Levels. The amount of damage the soul does increases by 2d4 at 11th level (4d4 total) and then again at 17th level (6d4 total).
Icarus Dash
You learn the Icarus Dash support Power, shown below. Also, your maximum number of support Power charges increases by one. Like normal, when you make a successful Power recharge roll, you only recover a single charge.
ICARUS DASH
Casting Time and Type: 1 reaction, support Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
If you are the target of a weapon attack, you may use your reaction to cast this Power and move up to 10 feet. Doing this causes the weapon attack roll to have a -10 detriment to hit, or you have +5 on the Payload saving throw, whichever is appropriate. If this movement puts you outside the impact of the Payload save, you’re no longer subject to the Payload save. Even if you’re still within the impact, you take no damage when you succeed on the Payload saving throw due to this Power, and only half damage if you fail.
You can’t cast this Power if your speed is 0.
Touch of Flame
Creatures that take damage from your sunsinger melee and grenade Powers are also Scorched for the next minute. Furthermore, a creature Scorched by you in any way takes 1d6 solar damage at the start of each of its turns, which increases to 2d6 solar damage beginning at 14th sunsinger level.
If a creature is Scorched by the effect of this Aspect choice, 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 saving throw, or for whom the effect ends, is immune to being Scorched in this way for 24 hours.
Touch of the Sun
At 9th level, whenever a creature benefits from your Divine Blessing feature, you can choose to cause them to emit a warm glow. Until they complete at least a brief rest, they shed paracausal bright light in a 10-foot radius sphere and dim light 5 feet beyond that.
Exquisite Sunrays
When you reach 13th level, the range of your Divine Blessing features increases by 10 feet. Furthermore, whenever you spend a use of Divine Blessing on a creature, you also end one of the following ongoing conditions for them: Blinded, Deafened, Frozen, Incapacitated, Paralyzed, Poisoned, Scorched, Severed, or Weakened. You can only do this if the condition you want to remove isn’t caused by another condition.
Additional Aspect
At 14th level, you may choose a second sunsinger Aspect.
Nobility of the Sun
At 15th level, your noble nature grants you great inner strength. You gain proficiency in Constitution saving throws.
Heliocentric
At 17th level, the brilliant blaze of your Light burns through the darkness. Once on your turn, when you take the Revive action, you can spend your choice of a melee, grenade, or support Power charge to allow the target creature to make a shield recharge roll.
Furthermore, when an area of paracausal bright light you created overlaps with an area of magical darkness, the darkness in the overlapping area is dispelled if it is from a source equal to or less than your Power level. For instance, at 5th Power level, you could dispel magical darkness created by a Hive wizard using a 5th level spell slot, but not if the wizard used a 9th level spell slot.
Divine Perihelion
By the time you reach 20th level, you are overflowing with restorative Light, and it streams forth like sunshine. When you use your Divine Blessing feature, you may allow any creatures of your choice within range to benefit. Once you invoke this feature, you must complete a long rest before you may do so again.
Sunsinger Ballads
Sunsinger ballads are not typically literal songs, but something far more profound: as inward expressions of the shape of a Sunsinger’s Light, they reflect their relation to the chords of life, death, and rebirth. The ballad you choose will guide the arrangement and progression of your abilities.
All Guardians cross back and forth over the threshold between life and death on a regular basis, but Sunsingers who choose the Ballad of Flame recognize a deeper harmony in the crossing, and thus find ways to glean knowledge from beyond death. The most powerful are said to be capable of returning from the other side by the sheer strength of their own will.
Beyond the Veil
The constant refrain of the Ballad of Flame is illumination of the dark beyond living consciousness. During deep sleep or when returning from death, sunsingers of this ballad often receive Light-mediated visions of critical moments yet to come. Learning to recognize and remember what these portents may foretell is a key aspect of their practice.
When you choose this ballad at 3rd level you gain two Visions, each of which is represented as a roll of a d20. When you complete a long rest or are resurrected from death, roll your d20s and record the results. Once on a turn, if a creature you can see makes an attack roll, saving throw, or ability check, you can choose to replace their roll of the d20 with one of your Visions. The creature treats the final result of their roll as equal to your Vision. Critical success and critical failure is determined as normal, and the creature adds any relevant modifiers to the Vision.
Each of your Visions can only be used once. You can only replace a roll with a Vision if you choose to do so before you learn the result of the creature’s attack roll, saving throw, or ability check.
If you complete a long rest or if you are killed with unspent Visions, you lose those unspent Visions.
Righteous Surge
At 6th level, you learn to imbue your attacks with a pulse of Light, magnifying their impact. Once on each of your turns, you can deal an additional 1d8 solar damage to a single creature you hit with a weapon attack. When you reach 14th level in this class, this increases to 2d8 solar damage.
Radiant Will
Beginning at 11th level, the blaze of your Light burns even brighter when you unleash it. Sunsinger super Powers you cast are bolstered in a specific way, defined below.
Song of Flame. The bright light radius of your super Power increases by 10 feet.
Well of Radiance. While concentrating on your super Power, you grant Empowered (rank 2) to all creatures of your choice who start their turn standing in the well, or who enter the area of the well for the first time on their turn. Beginning at 14th level, you grant Empowered (rank 3) instead.
Daybreak. If you are reduced to 0 health points while concentrating on Daybreak, you may drop to 1 health point instead, ignoring any concentration checks to maintain your super Power and also gaining Overshields. Once you invoke this feature, you must complete a long rest before you can invoke any trait, feature, or other source that prevents you from being reduced to 0 health points again.
Rising Sun
When you reach 18th level, you learn how you may call on your Light even after death. On your turn, if you are dead and have the option to make an RTL saving throw, you may choose to cast your super Power instead, returning to life in a blaze of solar Light. Your hit points are completely restored and you begin the duration of your super Power. You can only invoke this feature if you have a super Power charge remaining, and you spend a super Power charge when you invoke this feature.
If you do not have a super Power charge when you make an RTL saving throw, you may make a super Power recharge roll first.
You must complete a long rest before you can invoke this feature again.
In the Ballad of the Grace, the strongest chords are those of family, camaraderie, and unity. Sunsingers of this ballad practice harmony with these chords, strengthening themselves by sharing their Light to bolster allies.
Solar Prominence
When you reach 3rd level, the warm strength of your Light becomes a true reassurance to those around you. Once per long rest, when you spend a use of Divine Blessing, you may choose to maximize the roll. This increases to twice per long rest beginning at 11th sunsinger level, then three times per long rest at 19th sunsinger level.
Guiding Flame
At 6th level, you add a new melody to the song of your Light. As an action, you can expend either a melee or grenade Power charge to select a target you can see within 30 feet. The target takes solar damage equal to 1d6 + your Charisma modifier and it begins glowing with faint solar Light for up to 1 minute. The target can’t be Invisible or Unseen while glowing in this way. Furthermore, you may grant an attack roll made against the target advantage at the cost of ending the glowing effect early. The glowing effect also ends early if you’re Incapacitated or if the target ends all ongoing effects on itself.
You recover a tactical Power charge spent by this feature as d6, 5+ and a spent grenade Power charge as d8, 7+.
Blessed Presence
At 11th level, you no longer have to be close to a creature to grant them the benefit of your Divine Blessing. The range at which you can use your Divine Blessing feature increases by 10 feet.
Benevolent Dawn
At 18th level, your Light has grown to a veritable geyser of restorative power. When you use your Divine Blessing feature, you also grant the target Overshields. Alternatively, if the target can’t gain Overshields, it receives twice as many temporary hit points as normal from a use of your Divine Blessing.
Sunlight can be harsh as well as nurturing. Sunsingers who choose the Ballad of Dawn embody this aspect of the Sun. Singing a song of righteous retribution, they scourge the Darkness with blazing Light.
Brilliant Light
Also at 3rd level, you may always use your Charisma modifier to determine a weapon’s attack rolls, damage rolls, or Payload DC, but only if you are proficient with the weapon. Like normal, you must use the same modifier for all of a weapon’s attack rolls, damage rolls, and Payload DCs.
Extra Attack
When you reach 6th 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.
Empowered Exchange
Beginning at 11th level, once on your turn, if you are Empowered, you may end the condition in order to make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you may do so again.
Alternatively, once on your turn, if you are about to make a shield recharge roll, you may become Empowered (rank 2, or rank 3 beginning at 14th level) instead of making your shield recharge roll.
You may only perform one of these exchanges on your turn, not both.
Glorious Dawn
At 18th level you have mastered the sword of Light and honed its edge to impossible brilliance. When you draw your Light, you draw forth the very sunrise. You gain the following additional benefits while concentrating on your super Power:
- Your AC increases by 4, though this bonus may not increase your AC beyond 20. When you have multiple sources increasing your AC, you choose the order the sources apply in.
- Targets within the bright light of your super Power have disadvantage on saving throws you cause them to make.
