Solarian

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solarian

Long ago when magic was still new, the first solarian studied the stars, divining what he could from them. He noted their their movements and behaviours, lives, deaths, and even after. he learned to manifest weapons and armor made of purest starlight and solid darkness, and infuse them with energy from the heavenly bodies residing in the sky.

Using this power, he created a sanctuary for the Solarians at the very edge of a collapsing black hole called Nénar Ost, or solar fortress where he might observe the wonders of the universe in peace and tranquility.

Thousands of years passed, and when the first solarian, who's name is lost to history, took on 13 diciples: each of which he taught one of the arts of solaria, and after only one hundred years, the students took on more students, and soon the solarians were the primarchal military force in all the planes. but, those in power always seek more, which led to war between the orders. in the end, only 5 disciplines remain of what was once the proud Solarian military.

Solar Warriors

A human in swirling black armor Wades into the midst of the enemy ranks slashing left and right with his greataxe forged from stars. For every wound he takes, a man dies, for for every step he takes, a woman falls. Standing still in the middle of enemy lines, he whispers two soft words: "black hole." and all around him becomes a swirling black mass, pulling all towards him, the sheer pressure of it crushing his enemies.

A gnome wielding a dagger forged from starlight zips around the body of a fully grown dragon, just barley being grazed by the dragons claws and teeth. In a bright flash of light, the gnome appears behind the beast, and it tries to bellow, but its throat has been cut. Along with its hamstrings, its wings, and its belly. The dragon falls dead, and the gnome snickers over its corpse.

A greasy looking elf slips into the bar, giving off an offensive odor, like rotten eggs. He sits in the corner letting his presence sicken those closest to him. Slowly poisoning them with the radiation pouring from his skin. Soon the patrons of the tavern fall dead or stumble out of the tavern as if drunk, even if they hadn't touched alchohol. Soon the whole town would be sick.

A dragonborn stands between a death knight and his village, a sword of burning light clamped in his scaly fist. "You'll not go any further knight!" he shouts in defiance, as the death knight just laughs, advancing slowly. Bit the dragonborn stands firm and begins to grow in size, and in muscle until he stands 3 times the height of knight and horse, terrifying and wreathed in fire, his sword the size of a medium sized tree. "I told you. No further!

A dwarf strides calmly and quietly through the forest, softly and slowly, a chill creeps into the air. Trees begin to grow frost, and the ground becomes crunchy. The water from a nearby lake freezes with a snap as the dwarf strides by, leaving a trail of frost and cold behind him. In his wake, everything was slow, quiet, and cold. The rest of the world enjoyed a hot summers day.

Guardians Of The Sky

Solarians are, and always will be the very souls of justice in the cosmos. They have stood for thousands of years as pillars to lean on in times of trouble, and powerful guardians of right and wrong. But since the Solarians civil war, the orders have fallen into decline, and some were even lost to the ages or wiped out entirely, their teachings scattered amongst the stars. Most remaining warriors have taken to be simple wanderers, searching for work and hawking their talents in the taverns and inns of the worlds of the prime material plane. But others, a precious few still stand and fight. They truly bear the name of Solarian proudly.

During the great war, Nénar Ost and the grand master were lost, so the remaining leaders of solaria took their charges and made homes amongst the stars, just as their master once did. The order of Móre assa settled in a new fortress called Sinya Ost. At the edge of a massive singularity inhabiting an empty galaxy. The order of Linte Nénar took residence upon the comet Calima, soaring through the cosmos in search of the one true master. The order of Nique-Súre take. shelter near a white dwarf called Siale. The order of Beleth Tinu have made themselves a fortress in the never ending supernova of Alcarin. And finally, the order of Threin Gal took their place near a raging pulsar, waiting for the day the master would return.

Creating A Solarian

When creating a solarian, consider how you joined your order. Did you stumble into a portal, transporting you to one of the fortresses? Or did you come across a party of Solarians who offered to teach you there ways? Were you born into a Solarian order? Raised in their ways? Or were you taken as a child to be trained?

Quick Build

When creating your Solarian, you may use the following guidelines to create your character quickly. First, make Dexterity and Charisma your highest ability scores, followed by Strength and Constitution. Next , pick the Soldier or Sage background.

The Solarian
Level Proficiency
Bonus
Features
1st +2 Solar Order, Solar Manifestation
2nd +2 Fighting Style, Stellar Form
3rd +2 Star's Guidance
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Solar Order Feature
7th +3 FLashing Strikes
8th +3 Ability Score Improvement
9th +4 -
10th +4 Solarian's Onslaught
11th +4 Solar Order Feature
12th +4 Ability Score Improvement
13th +5 -
14th +5 Stellar Form Improvement
15th +5 Solar Order Feature
16th +5 Ability Score Improvement
17th +6 -
18th +6 Solar Order Feature
19th +6 Ability Score Improvement
20th +6 Solar Paragon

Class Features

As a Solarian, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Solarian level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Solarian level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from, Acrobatics, Athletics, Persuasion, Perception, Arcana, Investigation, Performance, Deception, Insight, and Stealth

Equipment

You start with the following items, in addition to the equipment granted by your background:

  • (a) a martial melee weapon (b) a simple melee weapon
  • (a) two martial melee weapons or (b) a Ranged weapon and twenty pieces of ammunition
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A set of Solarians Robes

Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.

Solar Order

At 1st level you choose your solar order. This determines which type of celestial body you draw your power from, and how you use your Solarian powers. Your Solar Order grants you features at 1st, 6th, 11th, 15th, and 18th levels.

Solar Manifestations

At 1st level, you gain two physical manifestations of your stellar power. The base forms of your solar manifestations, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestations can each take on one of two forms: armor, and a weapon. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a bonus action in order to blend in or assist in stealth.

Solar Armor

As a bonus action, you cause one of your solar motes to reform as armor around you, either glowing in the color of a star, or an empty void of darkness. You are proficient in this armor, and while wearing it, your armor class is equal to 13 + your dexterity modifier

Solar Weapon

As a bonus action, you may cause one of your solar motes to manifest in your hand as a copy of any weapon you are proficient with. If you summon a ranged weapon, a container of twenty pieces of ammunition are summoned with it. This weapons damage type is either radiant, necrotic, fire or cold damage, and once you choose a damage type for the weapon, you cannot choose another until you complete a long rest. You may also use this weapon as a spellcasting focus. This weapon disappears if it leaves your hand, as does any ammunition summoned with it.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the follow ing options. You can’t take a Fighting Style option m ore than once, even if you later get to choose again.

Defense

While you are wearing your solar 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 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in Two Weapon Fighting, you may add your ability modifier to the damage of the second attack.

Stellar Form

Beginning at second level, you are able to channel the full might of the stars into your body for 1 minute. While in your Stellar form, you gain the following benefits:

  • You may add your charisma modifier to your AC

  • You have resistance to radiant and necrotic damage

  • You shed bright light in a 30ft radius, and dim light for another 15ft after that -

You may use this feature twice, and regain all expended uses of it after a long rest. you may use stellar form 3 times at 3rd level, 4 at 6th, 5 at 12th, and 6 at 17th.

Spellcasting

By 2nd level, you have learned to channel the power of the stars through you to cast spells.

Preparing and Casting Spells

The Solarian table shows how many spell slots you have to cast your spells. To cast one of your Solarian spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Solarian spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of Solarian spells equal to your Charisma modifier + half your Solarian level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th level Solarian, you have four 1st level and two 2nd level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell [insert star themed spell here], you can cast it using a 1st level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list o f Solarian spells requires time spent meditating on the energies of the celestial bodies: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Solarian spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Solarian spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier

  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Star's Guidance

Starting at 3rd level, you may consult the movements of the stars to predict the future When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these guidance rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused guidance rolls.

Ability Score Improvement

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.

Extra Attack

Starting at level 5, when you take the attack action on your turn, you make two attacks instead of one.

Flashing Strikes

Starting at 7th level, once per turn before you make an attack with your solar weapon, you may expend a spell slot of 1st level or higher to attempt to blind your foe. If the attack hits, your sword Flashes with a bright light, and the target must make a constitution saving throw against your spellcasting DC. On a failed save, the target is blinded for 1 minute, and on a successful save, the target cannot be blinded by this feature for 24 hours. A creature can make a new saving throw on each of its turns

Solarian's Onslaught

Beginning at 10th level, before you attack on your turn, you may choose not to use any of your movement. If you do so, you can make one extra weapon attack when you take the attack action. Any reduction of your base speed made by this feature is restored at the start of your next turn.

Stellar Form Improvement

Beginning at level 14, while you are in your stellar form, you gain the following extra benefits:

  • You gain a fly speed of 30 feet
  • You are resistant to fire and cold damage
  • You gain 10 temporary hit points at the start of each of your turns, which last until the start of your next turn

Solar Paragon

When you reach 20th level, you have become a very embodiment of the stars themselves. You always gain the benefits of your stellar form, and you can cast the spells Darkness and Daylight at will. You also gain darkvision out to 120 feet, and truesight out to 60ft.

Solar Orders

Móre assa (Black Hole)

Stellar Plate

Starting at 1st level when you choose this order, your AC equals 18 while you wear your solar armor.

Gravity Anchor

Starting at 6th level, while you are in your stellar form, you may use your bonus action to anchor yourself to the area around you. If you do this, you gain advantage on saving throws against being knocked prone, pushed, or otherwise moved against your will.

Graviton Aura

Starting at 11th level, you have an aura of gravity surrounding you that pulls creatures and loose objects towards you. Creatures within 60 feet of you must succeed on a strength saving throw at the start of each of your turns or be pulled 10 feet towards you. lose objects automatically fail this saving throw. You may dismiss or call back this aura as a bonus action. In addition, you may use your action to repel all creatures and objects within 30 feet of you. When you do so, each creature within 30 feet of you must make a strength saving throw or be pushed 15 feet away from you and take 4d10 force damage, or half as much on a successful one.

Gravity Well

Beginning at 15th level, the gravity surrounding you is so strong that creatures have a hard time hitting you. While you are in your stellar form, you may use your reaction to impose disadvantage on an incoming attack. you may use this feature a number of times equal to your charisma modifier, and regain all expended uses at the end of each long rest.

Black Hole

Starting at 18th level, while in stellar form, spend your action to release a black hole from within yourself, releasing the power of the singularity inside of you. For 1 minute, creatures within 30 feet of you must make a constitution saving throw against your spell save DC or take 6d10 necrotic damage. In addition, creatures moving away from you must spend 2 feet of movement for every 1 foot they wish to move. You may use this feature once, and regain use of it after a long rest.

Linte Nénar (Shooting Star)

Those of the order of the shooting star are quick on there feet and quick with the blade. They hone their speed and natural reflexes to the fullest in order to fully embrace the speed of the celestial body they draw their power from.

Comets Speed

Starting at 1st level, your base walking speed increases by 10 feet.

Quick Step

Beginning at 6th level, while in stellar form you may use your bonus action to teleport to an unoccupied space up to 60 feet away that is within your line of sight. you may use this feature a number of times equal to your charisma modifier, and you regain all expended uses of this feature when you complete a long rest.

Solar charge

Starting at 11th level, you may use your action while in stellar form to move in a line up twice your speed. when you do so, each creature in the line must make a dexterity saving throw or take 4d10 radiant damage on a failed save. On a successful saving throw, creatures struck by the line take half damage. you may use this feature a number of times equal to your charisma modifier, and regain all expended uses after a long rest.

Swift Movement

Starting at level 15, you may take the disengage or dash action as a bonus action on your turn. In addition, when you are subjected to a dexterity saving throw for half damage, you take no damage on a successful save, and half damage on a failed save.

Light Speed

Beginning at 18th level, while in your stellar form you may, as a bonus action, push your speed to the maximum, becoming a blur of movement as you approach the speed of light. For 1 turn, you may make 5 additional actions, each of which must be to either take the dash action, the use an object action, or to make a weapon attack. You can use this feature once, and you regain use of this feature at the end of a long rest.

Nique-Súre (White Dwarf)

Those of the order of the white dwarf are cold to the very core, and use that freezing temperature as a weapon to slow don and incapacitate their enemies.

Frozen Mail

Starting at 1st level, your solar armor grants you an AC of 18, that you do not add your dexterity bonus to.

Mutual Freeze

Starting at 6th level, on your turn if you have not moved yet, you may reduce your base speed by any amount. when you do so, choose a single creature you see within 30 feet of you. It must then make a constitution saving throw, and on a failed save, its base speed is reduced by an equal amount, and on a successful save, half that much.

Cold Snap

Starting at 11th level, while in your stellar form you may cause the air around a creature to drop rapidly as a bonus action. Choose one creature within 30 feet of you. It makes a constitution saving throw, and on a failed save, it is frozen solid for 1 minute, and takes 4d10 cold damage, or half as much damage on a successful save, and it is not frozen. While in this state, the creature is considered incapacitated, and use its action to make a strength check against your spell save DC to break free of the ice.

Frostbite Aura

Beginning at 15th level, your body radiates intense cold in a 30 foot sphere around you. Creatures other than you within the aura must spend 2 feet of movement for every 1 foot traveled. In addition, if a creature starts its turn inside the aura, it must make a constitution saving throw or have its base speed halved until they leave the aura. You may dismiss or reestablish this aura as a bonus action.

Frozen Body

Starting at level 18, while in your stellar form, you may use your action to put yourself in a frozen state, growing tougher at the cost of your speed. When you activate this ability, your speed is halved, and you gain resistance to fire damage, cold damage, and all forms of physical damage for 1 minute. You may use this feature once and regain use of it after completing a long rest.

Beleth Tinu (Supernova)

Those of the order of the supernova channel the explosive and destructive power of their source to deal massive damage to large groups of enemies.

Explosive Ammunition

Starting at 1st level, before you attempt to shoot a creature with your solar weapon, you may choose to make it an explosive shot. If you do so, whether the attack hits or misses, the target and any creatures around it must succeed on a dexterity saving throw or take 2d6 radiant damage. You may use this feature a number of times equal to your charisma modifier, and regain all expended uses of this feature after a long rest.

Backlash

Starting at 6th level, while you are in your stellar form and are hit with a melee attack, you may use your reaction to cause an explosion centered on you. All creatures within 5 feet of you must make a dexterity saving throw or take 3d8 radiant damage, or half as much on a successful save. You may use this feature a number of times equal to your charisma modifier, and you regain all expended uses after completing a long rest.

Flashbang

beginning at 11th level when you use your Flashing Strike, instead of blinding the target, it imposes the stunned condition for 1 minute on a failed save, and each creature within ten feet of you must succeed on a constitution saving throw or be stunned for 1 round.

Death throes

Starting at 15th level, if you are reduced to 0 hit points, you let loose all of the pent up energy inside you, and each creature within 30 ft of you must make a dexterity saving throw or take 6d10 radiant damage.

Supernova

Beginning at 18th level, you may release an explosion centered on you powerful enough to shake the mountains and maybe even the earth itself as an action. Each creature within 60 ft of you must make a dexterity saving throw or take 5d10 fire, 5d10 cold, and 5d10 radiant damage. You may use this feature once and regain use of this feature after a long rest.

Carad Norsa (Red Giant)

Those who follow the order of the red giant are hulking brutes in combat, growing larger, and burning their enemies with stellar fire.

Solar Scale Mail

Starting at 1st level, while you wear your solar armor, your ac is equal to 14+ your dexterity modifier (Max +2)

Solar Bulk

Beginning at 6th level, when you use your stellar form, your sizes increases by one step, and you add 1d6 extra damage to each attack you make with a melee weapon.

Burning Strike

Starting at 11th level, when you hit a creature with your solar weapon, you may cause the creature to be caught on fire. On each of the targets turns, it takes 3d6 fire damage. It may use its bonus action to make a dexterity check against your spell save DC, and on a successful check, the creature puts out the flames. You may use this feature a number of times equal to your charisma modifier, and you regain all expended uses of this feature after a long rest.

Flame Cloak

Starting at 15th level, when you are hit with a melee attack, you may use your reaction to deal 2d6 fire damage to the creature that hit you.

Red Giant

Beginning at 18th level, while in your stellar form, you may use your action to grow to immense size. If you do so, your size increases to Huge, and you add 3d6 damage to the damage of your weapon attacks for 1 minute. In addition, any creature that starts its turn within 30ft of you must make a dexterity saving throw or take 4d10 fire damage, or half on a successful save.

Solarian Spell List

Level 1

Command

Compelled Duel

Detect Evil and Good

Level 2

Level 3

Level 4

Level 5

 

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