Sunbreaker (Solar Titan)
Super: Hammer of Sol
The Titan summons a blazing hammer that replaces their current weapon for 3 rounds. (18 Seconds.) All associated effects vanish at the end of the last turn. For the duration, the Titan gains resistance to all damage.
The Hammer of Sol is a Thrown Weapon with a range of 30ft. The Hammer of Sol can be used to target a creature, or a point the Titan can see. Upon impact- whether to a creature or a point in space- the hammer explodes in a 10ft. Radius. All creatures of the Titan’s choice within that radius must make a DEX SAVE or take [2d10 + GLevel + PB] Solar damage. Failed saves also result in the creature taking one stack of Burn. On a successful save, the creature takes only half damage. For every kill made by the Hammer, an Orb of Power is generated, to a maximum of 5.
Super: Burning Maul
The Titan summons a great solar maul that replaces their current weapon for 3 rounds. (18 seconds.) All associated effects vanish at the end of the last turn. For the duration, the Titan gains resistance to all damage.
The Burning Maul is a +5 two-handed weapon that has a range of 10ft. On a hit, the Maul deals [5d10 + GLevel + PB] Solar damage, and deals 2 stacks of Burn to the target on a hit. For every kill made by the Maul or Burn that it contributed to, an Orb of Power is generated, to a maximum of 5.
Solar Flare: As a bonus action during their Super, the Titan can create a Solar Flare covering a 5ft. Radius in the space they currently inhabit. This Solar Flare lasts until the start of the Titan’s next turn.
If an allied creature passes through the Solar Flare, they gain a Sun Warrior Buff. A creature can only have one Sun Warrior buff at a time.
Sun Warrior: A creature with the Sun Warrior buff can use their reaction upon being hit by a source of damage to have resistance against that damage. The Sun Warrior buff lasts either until the end of the creature’s next turn, or until the reaction is used.