Solar Embers

Solar Embers

Ember of Ashes

When you apply at least one stack of Burn, roll a [1d6]. On a 6, you apply an additional stack of Burn.


Ember of Beams

You have Advantage on Nature and Survival checks.


Ember of Benevolence

Healing a target with a Healing Grenade or a Healing Spell recharges your choice of either Charged Melee or Class Ability. Once you benefit from this feature, you cannot do so again until the end of a long rest.


Ember of Blistering

If a creature dies while within 40ft. of you to a stack of Burn that you contributed to, you recharge your Grenade instantly.


Ember of Char

A creature that dies to Burn that you contributed to spreads scorching fire to nearby creatures of your choice within 10ft. All selected creatures take 1 stack of Burn. These stacks count as yours for the rules of other features.


Ember of Combustion

Casting your Super while within 10ft. Of hostile creatures applies 2 stacks of Burn to each of them.


Ember of Empyrean

Casting your Super creates an Orb of Power. This does not count to their normal Orb of Power generation. The Lightbearer that creates an Orb of Power this way cannot pick up this Orb.


Ember of Eruption

Your Solar Grenade Radius increases by 5ft.


Ember of Mercy

If you revive a Lightbearer after death, you both heal an extra [2d8] hitpoints.


Ember of Resolve

If you kill a target with your Solar Grenade, you heal [1d8] hitpoints.


Ember of Searing

If a target within 15ft. of you dies from 3 or more stacks of Burn, or dies while holding 3 or more stacks of Burn, you regain your Charged Melee.


Ember of Solace

Your Warlock Rift lasts for 1 more round. Your Titan Barricade lasts for 1 more round. Your Hunter Dodge speed increases by 5ft.


Ember: Sol Invictus

Dealing damage with your abilities creates a 5ft. radius Sunspot at your feet. Allies that start their turn or first enter these Sunspots heal [1d4] damage.

If your Super creates Sunspots, their radius increases by 5ft.


Ember: Touch of Flame

Your mere presence purges nearby corruption. As a Bonus action, you can wreath yourself in Solar flame for 1 minute. You emit bright light for 20ft. and dim light for an additional 20ft.

Additionally, you generate damaging heat within a 20ft. Radius centered on yourself. Any creature of your choice that first enters or begins their turn within this radius can be affected either by Flame or by Cure. A hostile creature takes [1d4] Solar damage. An allied creature heals [1d4] damage.

If you cast your Song of Flame Super while you have the Touch of Flame feature active, the damage dice increases to [1d8] until the Super ends.

Ember of Tempering

Whenever you and ten creatures of your choice within 120ft. of you complete a Short Rest, they receive the following benefits:

  • If they spend any Hit Dice to heal, they heal an additional [1d12] Hitpoints.

  • If they are a spellcaster, Roll a [1d4]. They recover that number in level’s worth in spell slots. (For instance, they can recover one 3rd level spell slot if they roll a 3, or three 1st level spell slots, or one 1st level and one 2nd level.)

  • For each creature, roll [1d20]. On an 18 or higher, choose one of the following: Charged Melee, Grenade, or Class Ability. That creature gain an extra charge of that ability, which lasts for 8 hours or until used.


Ember of Torches

If you hit a target with your Charged Melee attack, you and all allies within 10ft. of you deal an additional [1d4] Solar damage with their next attack.


Ember of Wonder

Defeating a target while they have 3 or more stacks of Burn applied, or if a target dies from damage from 3 or more stacks of Burn generates an Orb of Power. You must have contributed at least one of these stacks of Burn to generate an Orb.


Ember: Consecration

You can choose to have your Charged Melee unleash a 15ft. Cone. Creatures of your choice within the cone must make a DEX SAVE or take the Charged Melee damage.


Ember: Gunpowder Gamble

As a bonus action, you can spend 30 Super Energy to supercharge your next grenade. Your next grenade has its radius increased by 20ft, the damage dice is doubled, and creatures making saving throws against it make those saving throws at disadvantage. Once you benefit from this feature, you cannot benefit from it again until the end of a long rest.


Ember: Heat Rises

Your Warlock Jump Height increases by 10ft. Your Titan Jump Height increases by 10ft. Your Hunter Jump and Double Jump Height each increases by 5ft. While in mid-air, enemy attacks against you have Disadvantage, and you gain the benefits of Evasion.


Ember: Icarus Dash

While Jumping, your Glide Speed increases by 20ft.

Once per long rest, if you take the Attack Action while in mid-air, all of your Attacks for that turn have advantage.


Ember: Knock'em Down

Your Solar Super now forces hit targets (or targets within the Super’s radius) to make a STR SAVE or be knocked Prone.

Additionally, whenever you use a Charged Melee or a Grenade, roll [1d20]. On a 10 or higher, you can force all targets directly hit by your Charged Melee or Grenade to make a STR SAVE or be knocked Prone.


Ember: On Your Mark

Damaging a creature with a Grenade or Charged Melee increases your movement speed by 10ft. until the end of your next turn. If there are any allies within 15ft. Of you when this happens, they also gain 10ft. Extra movement speed until the end of their next turn.


Ember: Roaring Flames

Enemies killed while suffering from Burn you contributed to create a 10ft. radius blast centered on their location. Creatures of your choice within that radius must make a DEX SAVE or take [1d6] Solar damage, and one stack of Burn.

If a creature dies to an Ignite that you caused, the damage of Ignite is increased by [1d6] and applies one stack of Burn.


Ember of Singeing

If the Lightbearer applies the third or higher stack of Burn on a target, they immediately regain their Class Ability.