Base Class: Monk
Those who walk this this way are warriors who fight against the evil and undead to bring light back into this dark world. Monks of this way can be Identified by the fact they have timeless bodies, armor akin to a rogue or fighter, They use a unique breathing style that draws in power from the sun, and tend to carry no weapons unless they are small no larger than an arming sword.
Secret Techniques
You gain proficiency with acrobatics and deception or investigation(does not stack if you are already proficient in these areas), and you gain proficiency with thieves' tools.
Sol Channeling
You learn 3 cantrips and 1 1st level spell from the cleric spell list. For every spell level above 0 you must spend ki points equivalent to the spell's level. At level 6 you learn 2 1st level spells and 1 2nd level spell. At level 11 you learn 1 1st level and 1 2nd level spell. At level 17 you learn 1 2nd level spell and 1 3rd level spell.
Overdrive
You can spend 2 ki points as a bonus action to channel your solar life force into your flurry of blows for one turn, or 1 ki point to channel it into another creature to mend their body. For flurry of blows each hit gains +1 damage of your choice from force, lightning, or fire, and if attacking evil or undead creatures the damage granted from overdrive doubles. For healing a creature you must touch them and they regain hp equal to your martial arts dice+ you wisdom modifier, and evil and undead creatures gain half healing(if an odd number then round up). At level 6 the overdrive bonus damage becomes +2. At level 11 the overdrive bonus damage becomes +3.
Wave Polarization
You have further deepened your understanding of the sun allowing you to use polarized gravity with positive attracting things to you and negative repelling things from you. You can spend 1 ki point as a bonus action to force a creature within 15ft to make a dexterity save, and on a fail they are pulled or pushed 5ft away from you. you can spend 1 ki point as a bonus action to be able to walk on any surface for 10 minutes. You can spend 1 ki as a bonus action point move matter/objects towards or away from you tiny can be moved 15ft, small can be moved 10ft, and medium can be moved 5ft(liquids can be separated and moved, gases cannot be interacted with, solids can only be moved as a whole unless split by other means).
Burning Sol
You are now able to manifest your life force as bright plasma with 2 ki points that can be concentrated into a beam or on one hit of your flurry of blows per turn. The beam is fired in a line for 30ft on hit deals 3d10 fire, force, or lightning damage, blinds on a failed con save until it's next turn, and pierces that creature, but if it fails to hit then the beam stops. The flurry of blows hit upon hit deals 3d6 fire, lightning, or force damage, and the creature makes a constitution save or burns every round for 1d4 of the chosen damage until it succeeds. Each attack deals an extra 1d8 of the chosen damage to evil and undead. At level 17 the damage dice for each attack increases by 1.
Master of The Sun
You have mastered your life force's connection to the sun almost as if your were one. You can now breathe underwater or with restricted breathing for 1 hour. Your healing overdrive now has proficiency. You can spend 1 ki point to heal hp equivalent to your wisdom modifier as a bonus action. you can give an ally your flurry of blows overdrive for 2 ki points as a bonus action. All magic and unarmed attacks from evil or undead that hit you the damage is halved.
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