Monk
Base Class: Monk

The monastic orders that produce Warriors of Radiance are typically found working in tandem with holy orders or temples. Seeking to protect the innocent and eradicate evil.

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 feet. You are proficient with it, and you add your Dexterity or Wisdom modifier to its attack and damage rolls. Its damage is radiant, and 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.

When you take the Attack action on your turn and use this special attack as part of it, 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.

Radiant Strikes

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Radiant damage, or its normal damage type.

this feature acts as an upgrade for Empowered Strikes

Beam of Radiance

At 6th level, you gain the ability to channel your Focus into a searing beam of solar energy. As a magic action on your turn, you can spend 2 Focus points to launch 5-foot-wide, 60-foot-long Line Each creature in the Line makes a Constitution saving throw equal to your martial arts DC. On a failed save, a creature takes Radiant damage equal to two rolls of your martial arts die. On a successful save, it takes half the damage.

You can expend additional Focus points to increase the amount of dice used in the damage. Each new damage die costs 2 Focus points. There is no limit to how many Focus points you can expend in this way other than it must be divisible by 2.

Searing Radiance

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 that 20-foot-radius sphere must succeed on a Constitution saving throw or take radiant damage equal to 2 rolls of your martial arts die. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can empower the sphere’s damage by spending Focus points. Each point you spend, to a maximum of 3, increases the number of dice by 2. When empowered in this way the light is daylight, and dispels magical darkness.

Radiance of the Sun

At 17th level, your soul has fused with light itself. As a bonus action you can cause your body to emanate a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

While this feature is active if you enter magical darkness, the darkness is dispelled.

While this aura is active you can spend focus points as an action to empower it. When you choose to empower the aura any allies within are healed one roll of your martial arts die per focus point spent. Enemies within the aura instead take radiant damage of the same amount. You can only use focus points equal to your wisdom modifier to empower this ability this way.

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