Sunmaster

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The Netherese of old knew Amaunator, the great sun lord, whose light and order filled the world for an age. We know him now as Lathander. For centuries we have thought of Lathander as a god of morning, but his glory now ascends toward its noontide height. lust as the sun brightens while it climbs into the sky, so will Lathander's glory and radiance grow as he resumes the glory and mastery that were his of old. All who worship him will see an end to this long night in which we live." -Andar, Sunmaster

The sunmasters are members of a sect within the church of Lathander who believe that the Morninglord is the living reincarnation of Amaunator, the long-vanished sun god who stood high in the ancient Netherese pantheon. Sunmasters revere this ancient vision of Lathander as a deity of glory, light, and perfect order - a regal god who might one day lay claim to lordship over the Faerûnian pantheon. Through their deeds and faith, they hope to demonstrate that Lathander's ascent is nearly complete, and that Amaunator's long noontime reign is soon to begin.

Although the sunmasters have served Lathander loyally and well for fifteen centuries now, their doctrinal differences with the rest of the Morninglord's clergy have caused discord and created schisms on more than one occasion. Most Lathanderites see their deity as a good power - a god of renewal, hope, and rebirth. Sunmasters view Lathander (or Amaunator, as they often call him) as a deity that brings order to the world, just as the sun provides the regularity of day and night, season after season, year after year.

Becoming a Sunmaster Clerics, especially former Lathanderites, are best suited to take on the role of sunmaster. The most difficult and important step in entering this prestige class is turning aside from the accepted tenets of Lathander's faith by choosing the Servant of the Fallen feat, then devoting prayers and faith to Amaunator as an aspect of Lathander.

A small number of nonclerics who oppose darkness, chaos, and disorder (usually paladins and wizard/clerics) become sunmasters because they believe that Lathander will reward their faith with triumph over their shadowy adversaries.

Role: Spell Support

Characteristics: Here comes the sun! Clerics of the sun with divine radiance and eye lasers

Source: Lost Empires of Faerun

Game Rule Information

The Sunmaster has the following game statistics.

Abilities: As clerics, Sunmasters benefit from high Wisdom and Charisma

Alignment: Any Lawful

Hit Die: d8

Starting Gold: N/A

Class Skills

The Sunmaster's class skills are Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (any) (Wis), Search (Int), Spellcraft (Int), Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Sunmaster.

Weapon and Armor Proficiency: A Sunmaster is proficient with whatever they were already proficient with prior to taking levels in this class.

Spellcasting: At each sunmaster level, you gain new spells per day, and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a sunmaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Sun Spells: You can prepare any Sun domain spell as if it were on your divine spell list. The spell uses a spell slot of a level equal to its level in the Sun domain list.

Glaring Eyes Sp: Starting at 2nd level, your eyes glow with the brilliant orange color of the sun. You can produce a searing light effect from your eyes once per day (caster level equals your character level). Additionally, you can never be blinded or dazed by spells or effects with the light descriptor, or by natural light of any kind. You can use searing light twice per day at 5th level and three times per day at 8th level.

Resistance to Fire Ex: Your link to the sun gives you increasing resistance to its fire. At 3rd level, you gain resistance to fire 5. Your fire resistance increases to 10 at 6th level and to 15 at 9th level.

Law Spells: Beginning at 4th level, you can prepare any Law domain spell as if it were on your divine spell list. The spell uses a spell slot of a level equal to its level in the Law domain list.

Planning Domain: At 7th level, you gain access to the Planning Domain and acquire its granted ability. On any given day, you can choose spells from the Planning Domain or from one of the domains you chose as a 1st-level cleric to fill your domain spell slots. You do not gain additional domain spells each day, only a broader choice of domain spells at each spell level.

Sunform Sp: Upon reaching 10th level, you gain the ability to become an insubstantial ball of bright, glowing light the size of a Medium creature. This effect is identical to that of the gaseous form spell, except as follows. In sunform, you radiate daylight as the spell, gain a fly speed of 120 feet (perfect), and have immunity to fire, light, and air effects. In addition, you gain a melee touch attack that deals 6d6 points of fire damage. You can remain in sunform for up to 10 rounds. Sunform is the equivalent of an 8th-level spell and is usable once per day.