Solarian
About this class
You’re an enlightened warrior-monk blessed with the understanding of cosmos and The Cycle, a conduit for the stellar forces of the cosmos – a solar knight. The powers of gravity and light represent the extremes of these forces, and you can attune yourself between them. As a follower of The Cycle, you manifest an array of solar equipment and use your own connection to stellar forces to empower them. Every solarian creates weapons of pure stellar energy that they can manifest at will and can cycle their attunement.
Included subclasses
Domains
Splendor
Valor
Starting stats
Hope feature
Class features
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Stellar Mode
When you are spotlighted, you enter a state of metaphysical alignment with cosmic forces and attune to photon or graviton. When you successfully attack a creature, you can mark a Stress to inflict the following:
• Graviton-Attuned: Make them temporarily Restrained or Vulnerable.
• Photon-Attuned: Double a damage die of your choice. Stellar Manifestations. -
Stellar Manifestation
Your deep understanding of the stellar forces manifest in three tangible ways. They can be further augmented via material and they all receive the Bonded weapon feature:
• Solar Flare: A small mote of solar power hovers nearby or appears embedded on a part of your body. This mote can unleash a directed blast of energy at Far range dealing d8+1 damage using your proficiency.
• Solar Nimbus: A layer of stellar energy surrounds and overlays your body in an appearance and shape of your choice. Mark a Stress to activate a Nimbus Surge when an adversary moves out of your melee range, making an attack with your Solar weapon as a reaction roll.
• Solar Weapon: Through sheer will you call forth a tangible weapon forged from the essence of stars in a form of your choice. This is a Melee weapon dealing d12+1 energy damage using your proficiency.
• Bonded: Bonus to damage rolls equal to your level. -
Sidereal Influence Dice
At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your
character sheet in the space provided. These are your Sidereal Influence Dice - set of d6s. You can spend any number of Dice to aid yourself in skill/experience based checks - add to a roll’s result after the roll is made. At the end of each session, clear all unspent Sidereal Influence Dice.
Class items
- Meditation Beads
- Starmap
- Solar Crystals
Character questions
Background prompts
- Who showed you the path to The Cycle? How influential were they in your journey as a Solarian?
- How does it feel being able to channel the powers of the stars and gravity? What motivates you to follow The Cycle and seek balance despite the powers?
- Why are there very few Solarians to be found? Do they have a commune or do they journey alone?
Connection prompts
Subclass cards
Printable via header menu
Solarian standard
Foundation
SPELLCAST TRAIT: Strength
Black Hole: When Graviton attuned, you pull creatures you select within Close range into Melee range with you and they become Restrained and Vulnerable. They take d4 energy damage using your proficiency.
Supernova: When Photon attuned, you unleash spherical solar gush that erupts like a supernova. Creatures you select within Close range take 2(d6) fire damage using your proficiency.
Stellar Rush: You rush forward with a blast of stellar energy. You can move within Far range without making an Agility Roll.
• Graviton-Attuned: Creatures you rush by are pulled one range band towards you and are Restrained
• Photon-Attuned: Creatures you rush by clear a Hit Point, and can only benefit from this once per scene.
Solarian standard
Specialization
Wormhole: You force a rip in space create two wormholes in unoccupied spaces within Very Far range that is visible to you. They are traversible and can be dropped at any time.
Defy Gravity: You break the bonds of gravity and are able to fly and move up to Far range without an Agility Roll and your Evasion increases by 1 until the end of the scene.
Solar Winds: You discorporate and become a blur of stellar matter pushed by solar winds. Your are temporarily Hidden and your attacks have Advantage until you fail an attack roll.
Solarian standard
Mastery
Pulsar Barrage: When Photon attuned, you generate chains of bursting energy. Make a Solar Flare attack against up to five targets witin range and using a d20 damage die instead.
Nebula Storm: When Graviton attuned, you create up to five bursts of cosmic energy that take up space anywhere in within Far Range. Any creature that moves into or starts its turn within Very Close range of these bursts take d6 energy damage equal to your proficiency.
Fear Horizon: When Graviton attuned, you leverage cosmic gravity to drain your adversary's aether. The GM automatically loses 3 Fear and you may distribute 3 Hope to allies within Far range.
Solarian
You’re an enlightened warrior-monk blessed with the understanding of cosmos and The Cycle, a conduit for the stellar forces of the cosmos – a solar knight. The powers of gravity and light represent the extremes of these forces, and you can attune yourself between them. As a follower of The Cycle, you manifest an array of solar equipment and use your own connection to stellar forces to empower them. Every solarian creates weapons of pure stellar energy that they can manifest at will and can cycle their attunement.
Domains
Splendor + Valor
Starting Evasion
10
Starting Hit Points
7
Class Items
- • Meditation Beads
- • Starmap
- • Solar Crystals
Solarian’s Hope Feature
Stellar Revelation : Spend 3 Hope to unleash a Stellar Revelation aligned with your current attuned stellar mode.
Class Features
Stellar Mode
When you are spotlighted, you enter a state of metaphysical alignment with cosmic forces and attune to photon or graviton. When you successfully attack a creature, you can mark a Stress to inflict the following: • Graviton-Attuned: Make them temporarily Restrained or Vulnerable. • Photon-Attuned: Double a damage die of your choice. Stellar Manifestations.
Stellar Manifestation
Your deep understanding of the stellar forces manifest in three tangible ways. They can be further augmented via material and they all receive the Bonded weapon feature: • Solar Flare: A small mote of solar power hovers nearby or appears embedded on a part of your body. This mote can unleash a directed blast of energy at Far range dealing d8+1 damage using your proficiency. • Solar Nimbus: A layer of stellar energy surrounds and overlays your body in an appearance and shape of your choice. Mark a Stress to activate a Nimbus Surge when an adversary moves out of your melee range, making an attack with your Solar weapon as a reaction roll. • Solar Weapon: Through sheer will you call forth a tangible weapon forged from the essence of stars in a form of your choice. This is a Melee weapon dealing d12+1 energy damage using your proficiency. • Bonded: Bonus to damage rolls equal to your level.
Sidereal Influence Dice
At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Sidereal Influence Dice - set of d6s. You can spend any number of Dice to aid yourself in skill/experience based checks - add to a roll’s result after the roll is made. At the end of each session, clear all unspent Sidereal Influence Dice.
Solarian Subclasses
Choose either the Solarian standard subclass.
Solarian standard
Spellcast Trait
Strength
Foundation Features
Black Hole: When Graviton attuned, you pull creatures you select within Close range into Melee range with you and they become Restrained and Vulnerable. They take d4 energy damage using your proficiency.
Supernova: When Photon attuned, you unleash spherical solar gush that erupts like a supernova. Creatures you select within Close range take 2(d6) fire damage using your proficiency.
Stellar Rush: You rush forward with a blast of stellar energy. You can move within Far range without making an Agility Roll.
• Graviton-Attuned: Creatures you rush by are pulled one range band towards you and are Restrained
• Photon-Attuned: Creatures you rush by clear a Hit Point, and can only benefit from this once per scene.
Specialization Feature
Wormhole: You force a rip in space create two wormholes in unoccupied spaces within Very Far range that is visible to you. They are traversible and can be dropped at any time.
Defy Gravity: You break the bonds of gravity and are able to fly and move up to Far range without an Agility Roll and your Evasion increases by 1 until the end of the scene.
Solar Winds: You discorporate and become a blur of stellar matter pushed by solar winds. Your are temporarily Hidden and your attacks have Advantage until you fail an attack roll.
Mastery Feature
Pulsar Barrage: When Photon attuned, you generate chains of bursting energy. Make a Solar Flare attack against up to five targets witin range and using a d20 damage die instead.
Nebula Storm: When Graviton attuned, you create up to five bursts of cosmic energy that take up space anywhere in within Far Range. Any creature that moves into or starts its turn within Very Close range of these bursts take d6 energy damage equal to your proficiency.
Fear Horizon: When Graviton attuned, you leverage cosmic gravity to drain your adversary's aether. The GM automatically loses 3 Fear and you may distribute 3 Hope to allies within Far range.
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Background Questions
Answer any of the following, or create your own.
- • Who showed you the path to The Cycle? How influential were they in your journey as a Solarian?
- • How does it feel being able to channel the powers of the stars and gravity? What motivates you to follow The Cycle and seek balance despite the powers?
- • Why are there very few Solarians to be found? Do they have a commune or do they journey alone?
Connections
Ask one of the following, or improvise.
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Discussion
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