Monk
Base Class: Monk

Monks of the Way of the Sun 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 Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 ft. You are proficient with it, it deals Radiant damage, and you add your Dexterity modifier to its attack and damage rolls. Its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Any +1/2/3 to hit or damage bonuses to your Unarmed Strikes (Like those given to you by the Eldritch Claw Tattoo) affect your Radiant Sun Bolts.

When you take the Attack action on your turn and use this special attack as part of it, you may use a bonus action to use this special attack. Alternatively, you can spend 1 Focus point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Bolt Empower

At 6th level, your attacks have increased in power. Your Radiant Sun Bolts now have an extra 30 feet as long range.

 

Searing Arc Flare

At 6th level, you gain the ability to channel your Ki into bright waves of energy.

Immediately after you take the Attack action on your turn, you can spend 2 Focus points to produce a blinding flash of light in a 15 ft cone in front of you. Each creature within the cone must make a Dexterity saving throw. A creature takes 3 Martial Arts die of radiant damage on a failed save and half on a successful save. The creature must then make a Constitution saving throw, being blinded until the start of your next turn on a failed save.

You can spend additional Focus points to make a stronger blast. Each additional Focus point you spend increases the damage by 1 Martial arts die and increases the range by 5ft. The maximum number of Focus points (2 plus any additional points) that you can spend on the Searing Arc Flare equals one third of your monk level.

Searing Sunburst

At 11th level, you gain the ability to create either an orb of light that erupts into a devastating explosion, or a beam of raw power. As an action, you can magically create either an orb, hurling it at a point you choose within 60 feet where it erupts into a sphere of radiant light for a brief but deadly instant, or a beam that's 120 feet long and 5 feet wide that pierces even the toughest foes with burning ferocity.

Each creature within 20 feet of the sphere's ending position must succeed on a Dexterity saving throw or take 2d8 + your wisdom modifier radiant damage on a failure and half on a success. Each creature hit by the beam must do the same. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the damage of either by spending Focus points. Each point you spend, up to a maximum of 3, increases the damage by 2d8.

Radiant 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. You can extinguish or restore the light as a bonus action. This light counts as sunlight.

While this feature is active you can spend 5 Focus points as a bonus action (or as a part of the same bonus action used to restore the light) to gain the following benefits for 10 minutes:

-You are so bright to look at, that attack rolls against you have disadvantage. A creature that can see you with Blindsight or Tremorsense is immune to this effect.

-When you deal damage to a creature with one of your Sun Soul features, or an unarmed strike, you deal extra damage equal to your proficiency bonus.

Way Of The Sun Soul [2024] Image

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