Base Class: Monk
Monks of the Way of the Radiant Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Radiant Ki Strikes
You are able to channel your Ki into your fists and cause your hands to glow.
At 3rd level, as a bonus action you can spend 1-3 Ki to empower your strikes with Radiant damage for 1 minute.
If you spend;
1 Ki add 1d4 Radiant damage, your hands glow bright light for a 5-foot radius and dim light for an additional 5 feet
2 Ki add 1d6 Radiant damage, your hands glow bright light for a 10-foot radius and dim light for an additional 10 feet
3 Ki add 1d8 Radiant damage, your hands glow bright light for a 15-foot radius and dim light for an additional 15 feet
At 6th level, this ability also adds +1 to hit for each Ki.
At 11th level, you are healed for the amount of damage this ability does.
At 17th level, this ability can overheal. Any healing above your maximum hit points grants temporary hit points
When active, you can renew this ability as a bonus action spending an additional 1-3 Ki. If the amount of Ki used to renew is different from the active amount, the new amount will take effect when the first use of this ability expires.
Searing Arc Strike
At 6th level, you gain the ability to channel your ki into searing waves of energy. As a bonus action, you can spend 2 ki points, as a bonus action, you can cause a beam of brilliant light to flash out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes damage to 2d6 and is pushed 15 feet from you. On a successful save, it takes half as much damage and isn’t pushed.
You can spend additional ki points to increase the damage of the beam. Each additional ki point you spend adds 1d6. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Focus Ki
At 6th level, you can spend an action to focus your Ki, restoring Ki equal to half of your Monk level, but not to exceed your maximum Ki.
For the next 1 minute your next Ki ability or unarmed strike does one additional martial die.
You can use this ability once per long rest.
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 1 Ki point to magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 4, increases the damage by 2d8.
Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. While active you gain +2 AC. You can extinguish or restore the light as a bonus action.
When a creature enters the affected area or starts their turn in the area they take damage. The radiant damage equals 5 + your Wisdom modifier.
Radiant Ki Strikes
You are able to channel your Ki into your fists and cause your hands to glow.
At 3rd level, as a bonus action you can spend 1-3 Ki to empower your strikes with Radiant damage for 1 minute.
If you spend;
1 Ki add 1d4 Radiant damage, your hands glow bright light for a 5-foot radius and dim light for an additional 5 feet
2 Ki add 1d6 Radiant damage, your hands glow bright light for a 10-foot radius and dim light for an additional 10 feet
3 Ki add 1d8 Radiant damage, your hands glow bright light for a 15-foot radius and dim light for an additional 15 feet
At 6th level, this ability also adds +1 to hit for each Ki spent.
At 11th level, you are healed for the amount of damage this ability does.
At 17th level, this ability can overheal. Any healing above your maximum hit points grants temporary hit points
When active, you can renew this ability as a bonus action spending an additional 1-3 Ki. If the amount of Ki used to renew is different from the active amount, the new amount will take effect when the first use of this ability expires.
Searing Arc Strike
At 6th level, you gain the ability to channel your Ki into searing waves of energy. As a bonus action on your turn, you can spend 2 Ki points, you can cause a beam of brilliant light to flash out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes damage to 2d6 and is pushed 15 feet from you. On a successful save, it takes half as much damage and isn’t pushed.
You can spend additional Ki points to increase the damage of the beam. Each additional Ki point you spend adds 1d6. The maximum number of Ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Focus Ki
At 6th level, you can spend an action to focus your Ki, restoring Ki equal to half of your Monk level, but not to exceed your maximum Ki.
For the next 1 minute your next Ki ability or unarmed strike does one additional martial die worth of radiant damage.
You can use this ability once per long rest.
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 1 Ki point to magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 4, increases the damage by 2d8.
Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. While active you gain +2 AC. You can extinguish or restore the light as a bonus action.
When a creature enters the affected area or starts their turn in the area they take damage. The radiant damage equals 5 + your Wisdom modifier.
Previous Versions
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2/25/2022 1:26:35 PM
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