Path of the Sun Warrior

For countless generations the sun has shown over countless battlefields. It is no coincidence that summer is the season of war, and that summer is when the sun shines it’s brightest. It is also no coincidence that many cultures across the material plane associate the sun with deities of war. As a Sun Warrior you are this ancient warrior gods champion. You bring light to the darkest places, and the edge of your blade to those that hide in it.

-Sun Scoured: When you choose this path at 3rd level, your body has hardened under the light of the punishing sun. You become resistant to Fire and Radiant damage.

-Celestial Rage: At 3rd level, your rage channels the blinding light of the high sun. While raging, you shed bright light for 20ft and dim light for an additional 20ft. This ability dispels magical darkness.
Additionally, you learn the Sacred Flame cantrip. While raging you may cast this Cantrip using a Bonus Action. Constitution is your spell casting ability for this Cantrip.

-Phoenix Fire: Starting at 6th level, you gain the ability to heal yourself by burning your wounds shut. While raging, your abdomen burns like a furnace and produces a pool of healing fire. As an action, you can heal hit points equal to 5 x your Barbarian level. This healing can only be used on yourself, and only while raging. Your healing reserve can be used up all at once, or split between multiple healings. This pool replenishes upon completing a long rest.

-Eyes Of Revealing Light: At 10th level, your eyes take on a heavenly light. You gain the following benefits:
-You are treated as always being under the effect of the See Invisibility spell.
-You have advantage on all saves against spells of the Illusion school of magic.
-You may cast Zone of Truth (DC equal to 8 + your Constitution modifier + your Proficiency Bonus) a number of times equal to your Proficiency Bonus. You regain all uses of this ability upon completing a long rest.

-Sun Flare: At 14th level, the same light that fills and guides you also lashes out at your foes. While raging, when you take damage from a creature within 5ft of you, you can use your Reaction to force them to make a Dexterity saving throw (DC 8+your Proficiency Bonus+your Constitution modifier). The target takes 4d6 Radiant damage on a failed save, or half as much damage on a successful one.