Base Class: Monk
You have felt a moment of divine transcendence where their inner light breaks through all physical limits—turning you into a walking, unstoppable avatar of the sun
Level 3: Radiant Soul
You learn the Light cantrip. Additionally, whenever you hit a creature with an Unarmed Strike or Monk Weapon, you can choose to deal Radiant damage instead of bludgeoning/piercing/slashing or force damage
Corona of Purity
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As an action, you can spend 3 Ki points to ignite a blazing aura around yourself for 1 minute
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Solar Light: You shed bright light in a 30-foot radius and dim light for another 30 feet.
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Warding Light: You and friendly creatures within 15 feet of you have advantage on saving throws against being Blinded or Frightened.
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Scorching Shield: Any creature that hits you with a melee attack while within the bright light takes Radiant damage equal to your Wisdom modifier.
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Avatar of the Zenith
You can spend 5 Ki points to enter a fully awakened solar form for 1 minute (or until incapacitated):
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You gain a Fly speed equal to your current walking speed and can hover.
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Your unarmed strikes deal an extra (1d8) Radiant damage.
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At the start of each of your turns, every hostile creature within 20 feet of you takes Radiant damage equal to your Monk level and must s
Level 6: Searing Flurry
When you use your Flurry of Blows, you can infuse your fists with solar heat. A target struck must succeed on a Constitution saving throw against your Ki save DC or be Blinded until the end of your next turn
Level 3: Blinding Shatter
Any enemy that starts its turn within 10 feet of you or hits you with a melee attack, as a reaction you can spend a ki point to have them make a Constitution saving throw (DC 14) or be Blinded until the start of their next turn.
Searing Vault-Crush (Ki-Infused Combo)
When you spend 1 Ki Point when hitting with a two-handed staff attack, the target takes the standard staff damage converted to Radiant damage, and must make a DC 14 Constitution saving throw or be Blinded until the end of his next turn
Exalted Form
Your base movement speed is doubled, and you ignore difficult terrain. All attacks made against you have disadvantage and for the duration, all Unarmed Strikes deal an additional 1d6 Radiant damage
Step of the Sunbeam
You teleport up to 30 feet to an unoccupied space that is also in bright or dim light. When you reappear, a flash of solar energy bursts around your arrival point. All hostile creatures within 5 feet of where you lands take Radiant damage equal to 1d8 + Wisdom Modifier
Previous Versions
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9/14/2026 4:41:13 AM
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2014 Legacy
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9/14/2026 5:04:41 AM
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9/14/2026 5:07:12 AM
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9/14/2026 5:09:19 AM
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9/14/2026 5:10:18 AM
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9/14/2026 5:12:09 AM
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