Path of the Solar Rampage

“We rage with the fury of falling suns. To strike is to shine. To burn is to rise.”

Those who walk the Path of the Solar Rampage channel the feral, sacred flame that the Oni believe fell from the heavens at the dawn of their exile. It is not just fire, but divine fury, radiant memory, and untamed Aṣé, a power that lives in the soul, in the scream, and in the descent. Solar Rampagers are terrifying shock troopers who strike like falling stars, incinerate resistance, and ascend again, blazing and untouched.

(3rd Level)

Solar Zeal

Your rage becomes a flare of divine Oni essence. Choose a Solar Blessing when you enter a rage. You may change this blessing at the end of a long rest.

Radiant Flare (default choice)

  • Once per turn while raging, when you hit with a melee weapon attack, deal extra radiant damage equal to your Rage bonus.
  • You also shed bright light in a 10-foot radius and dim light for 10 feet beyond.

Emberstep

  • You can hover up to 10 feet above the ground while raging.
  • You ignore non-magical difficult terrain, can pass over water or small chasms, and fall gently at the end of your turn if unsupported.

Solar Roar (PB/long rest)

  • As a bonus action while raging, unleash a concussive roar.
  • Each creature of your choice within 10 feet must succeed on a Constitution saving throw (DC = 8 + Prof + Con mod) or be deafened and pushed 10 feet away.

(6th Level)

Sun Will Not Set

Your flame refuses to extinguish.

  • When you are reduced to 0 HP while raging, you may instead drop to 1 HP.
  • This happens once per rage with no save.
  • When you use this feature, unleash a burst of solar energy:
  • All hostile creatures within 10 ft must make a Strength saving throw or be knocked prone.

(10th Level)

Solar Shock

You can unleash devastating charged strikes while raging.

  • Once per turn when you hit with a melee attack using a mastered weapon, you may deal 2d6 radiant or thunder (your choice).
  • If the target is flying, hovering, or climbing, it must make a Strength save or plummet 30 feet downward (and take fall damage if applicable).

Uses: Strength modifier per long rest.

(14th Level)

Heaven Does Not Fall

You become a blazing avatar of celestial fury.

  • While raging, you gain a flying speed equal to your movement speed.
  • You are immune to being knocked prone, grounded, or restrained by nonmagical effects while airborne.
  • Once per rage, when you reduce a creature to 0 HP, you may cause enemies within 15 ft to make a Wisdom saving throw (DC = 8 + Prof + Con mod) or be frightened of you until the end of your next turn.


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