Base Class: Monk
Trying to fix the Sun Soul subclass using the Ascendant Dragon subclass to gauge the power level.
Radiant Warrior
3rd-Level Way of the Sun Soul Feature
Radiant Sun Bolt You may replace any of your unarmed strikes with a special ranged attack that uses the same statistics as your unarmed strikes except that its damage is radiant or fire (your choice) and it has a range of 30 ft. This includes your bonus attack unarmed strike from Martial Arts and your attacks from Flurry of Blows.
The range of this increases as you gain levels in this subclass, increasing to 60 ft at 6th lvl, 90 ft at 11th lvl, and 120 ft at 17th lvl.
Radiant Strike. When you damage a target with an unarmed strike, you can change the damage type to radiant or fire.
Searing Arc Strike
3rd-Level Way of the Sun Soul Feature
When you take the Attack action on your turn, you can replace one of the attacks with a searing wave of energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: radiant or fire. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
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.
Radiant Flight
6th-Level Way of the Sun Soul Feature
When you use your Step of the Wind, you can focus your ki to fly, you gain a flying speed equal to your walking speed until the end of your turn.
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.
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 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 a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 radiant or fire damage (your choice) on a failed save, or half as much damage on a successful one. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.
You can increase the damage to 6d6 a number of times equal to your proficiency bonus. You regain these uses after a long rest.
You can also increase the sphere’s damage by spending ki points. Each point you spend increases the damage by 2d6 to a maximum of 10d6.
Perpetual Radiant Flight
At 11th level, you gain a flying speed equal to your walking speed.
Sun Avatar
17th-Level Way of the Sun Soul feature
You can enter an ascendant state for a short time. As a bonus action, you can focus your radiant energy to enter a more powerful state. When you enter the state, all creatures of your choice within 30 feet of you must roll a Dexterity saving throw, taking 4d10 radiant or fire damage (your choice) on a failed roll or half on a success. While in this state you gain the following traits:
Radiating Power. You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Augmented Searing Arc Strike. Your Searing Arc Strike is more powerful in your Sun Avatar State. It becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindingly Fast. When you take the attack action, you make 3 attacks instead of 2. Your walking and flying speed increase by 30 ft and your movement does not provoke opportunity attacks.
Immense power. You add 6 radiant or fire damage (your choice) to your unarmed strikes and Radiant Sun Bolts.
Radiant Resilience. You gain temporary hit points equal to twice your Monk level. You lose any remaining temporary hit points from this trait when you exit the Sun Avatar State.
Strains the Spirit. At the end of your turn, you must spend a number of ki points equal to the number of turns you have spent in the Sun Avatar State divided by 2 (rounded up) or exit your Sun Avatar state. So, the end of your first and second turn in the Sun Avatar State you must spend 1 ki point, at the end of the third and fourth turns 2 ki points, etc.
Once you use this feature, you can't use it again until you finish a Long Rest or unless you use 6 ki points to activate it again.
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