Solar

Part of Destiny: Nimble

Condition: Scorch Does nothing on its own, but Solar spells and abilities rely on it. Lasts until end of combat.

Heart's Fire

Tier 1, Single Target
1 Action
Range:
4.
Reaction:

Give an ally within Range an extra action, or Scorch an enemy. Costs no mana if cast as an action.

Upcast:
+1 range.

Ignite

Tier 1, Single Target
2 Actions
Range:
8.
Damage: to a Scorched target, ending the condition.
Upcast:
+10 dmg.

Enkindle

Tier 2, Single Target
1 Action
Concentration:
encounter.
Range:
0.

A weapon you touch becomes enkindled, dealing +KEY damage, becoming Solar, and Scorches on crit.

Upcast:
+KEY dmg.

Flame Barrier

Tier 3, Single Target
1 Action
Range:
0.
Reaction:

Cast only when Defending. Until the start of your next turn, melee attackers against you take KEY damage (ignoring armor) and are Scorched.

Upcast:
+KEY dmg.

Pyroclasm

Tier 4, AoE
2 Actions
Reach:
8.
Damage: (ignoring armor) on a failed DEX save.

Half damage on save, and Scorched creatures always fail.

Upcast:
+1 reach, +2 dmg.

Fiery Embrace

Tier 5, AoE
2 Actions
Concentration:
encounter.
Reach:
8.

While within reach, 1 ally gains the effect of Enkindle. Scorches enemies receive maximum damage from Solar attacks.

Upcast:
+1 ally.

Song of Flame

Tier 6, AoE
2 Actions
Reach:
Cone 6.
Damage:.

On hit: Scorched creatures become Dazed as they try to put out the fire. If already Dazed or otherwise unable to take actions on their turn, they take +LVL damage instead.

Upcast:
+1d10 dmg.

Living Inferno

Tier 7, Self
3 Actions

Gain the effects of Flame Barrier until your next turn. At the end of this and the next turn, cast Pyroclasm for free.

Upcast:
Upcast both 1 tier.

Phoenix Rising

Tier 8, Multi-Target
1 Action
Concentration:
encounter.
Range:
12.

You and up to 12 allies of choice gain a flying speed of 12, and can move for free 1/turn. Ranged attacks have disadvantage against them.

Upcast:
no longer requires concentration, lasts until end of encounter.

Dawnblade

Tier 9, Self
3 Actions

Gain fly speed of 12, LVL armor, 10xLVL temp HP, +3 actions this turn, and: - Slash Action (reach 8): 1d12+LVL damage, ignoring armor. Scorches on hit. - Slam 2 Actions (cone 8) DC 20 DE save, KEY d20 damage (half on save). Scorched targets fail. Lasts until end of combat or for as long as you have Temp HP.

Collected In