Base Class: Monk
Monks of the Way of the Radiant Soul learn to enhance their mind and body with the radiant and burning power of the Sun. As their mastery of body and mind increases, they eventually seek to master their soul and achieve inner peace through mastery of Ki. For some monks this comes through an appreciation and study of nature and self. Others might seek this mastery through study and veneration of various deities affiliated with Light or the Sun.
Radiant Mind
3rd-level Way of Radiant Soul feature
Starting at 3rd level, you learn to draw upon the radiance of the universe to fill your mind driving away darkness and providing clarity to your soul. You learn the Light Cantrip but may only cast it on yourself and you gain proficiency in the Insight skill.
Radiant Body
3rd-level Way of Radiant Soul feature
Starting when you choose this tradition at 3rd level, you can harness the power of radiance to augment your unarmed strikes and protect your body. You gain the following benefits:
- When you damage a target with your unarmed strike, you can change the damage type to fire or radiant.
- As an action, you can spend 1 ki point to grant yourself temporary hit points equal to one roll of your martial arts die + your wisdom modifier.
Radiant Fist
3rd-level Way of Radiant Soul feature
The power of radiance burns bright in your hands. At 3rd level, when you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra radiant damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Surge of Radiance
6th-level Way of Radiant Soul feature
At 6th level, your ability to channel radiance to protect or harm comes more easily. You gain the following benefits:
- When you use Patient Defense, you may also activate your Radiant Body feature without spending a ki point.
- When you use Flurry of Blows, you may also activate your Radiant Fist feature without spending a ki point.
Searing Arc Strike
6th-level Way of Radiant Soul feature
At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can cast the burning hands spell as a bonus action at base level. You may choose whether this does radiant or fire damage and creatures that fail their saving throw are also blinded until the end of their next turn.
You can spend ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points that you can spend on the spell equals 1/3 your monk level rounded up.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Brilliant Body
11th-level Way of Radiant Soul feature
Your body overflows with the power of radiance and fire further honing your physical resilience and prowess and allowing you to aid your allies. You gain resistance to Fire Damage and Radiant Damage. You also enhance your existing abilities as follows:
- When you use Patient Defense, you may also grant one ally within 10ft temporary hit points equal to your Radiant Body feature without spending ki points.
- When you use Searing Arc Strike, you may shape it normally or as a line 60 feet long that is 5 feet wide (your choice).
Radiant Mastery
17th-level Way of Radiant Soul feature
At 17th level, you gain mastery of your soul and the pure power of radiance. Darkness flees before your light. Your Wisdom score increases by 2 and your maximum for that score is now 22.
As an action, you may spend 5 ki points 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 40-foot-radius sphere must succeed on a Constitution saving throw or take 8d6 radiant or fire damage (your choice) and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded.
A creature blinded by this makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This feature dispels any darkness in its area that was created by a spell.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6 of the chosen damage type.






