Identity
Sun-Rifters draw on the stellar fundament of Rift Energy. They burn, illuminate, and purify. Many serve the temples of Helios; others are simply pyromancers in the most literal sense — channelers whose casting chars the air and leaves afterimages on the eyes of bystanders.
Features
- L3 Sun-Marked
You gain proficiency in the Religion skill if you do not already have it. When you copy a Sun-Rifting channel into your Channelbook, the credit cost is halved. When you cast a Sun-Rifting channel that deals fire, radiant, or rift damage, you may reroll one damage die per casting; you must keep the new result.
- L7 Pyre-Bound
Once per long rest, when you cast a Sun-Rifting channel that targets a single creature and deals damage, you can mark the target with pyre-flame. At the start of each of the marked target's turns until the flames are extinguished, it takes fire damage equal to your INT modifier (minimum 1). The target or an adjacent ally can use an action to extinguish the flames. The flames also extinguish automatically after 1 minute or when the target is fully submerged in water or vacuum-sealed atmosphere.
- L11 Solar Reservoir
When you complete a long rest while exposed to direct sunlight or to a Tier IV+ solar-equivalent radiation source (e.g., the upper decks of an Aurelion solar cruiser, the heart-chamber of a Halcyion plasma-furnace), you gain Solar Reservoir points equal to your Wizard level divided by 2, rounded up. You can spend these points on Sun-Rifting channel damage rolls: 1 point grants +1d6 fire or radiant damage to a single damage roll. Unspent points are lost when you complete your next long rest.
- L15 Pyrelance
Once per long rest, you can cast a Sun-Rifting channel of 5th level or lower at a target within Far range without expending its channel slot. The channel ignores half cover and three-quarters cover. This casting does not provoke opportunity attacks.
- L18 Heart of Helios
Your Solar Reservoir maximum doubles, and it refills on a short rest taken under sunlight or solar-equivalent radiation. You gain resistance to fire damage and radiant damage. When a creature damages you with fire or radiant damage, you can use your reaction to channel the residual energy back into your Reservoir, gaining 1 point per 5 damage taken (rounded down).