Your focus has become radiant. Just like the stars you draw inspiration from.
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 attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is your unarmed strike die. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The range of these attacks increases by 30 feet at 6th, 11th, 17th level.
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.
Sun Shield
At 3rd 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.
If a creature hits you with a melee attack while this light shines, you deal radiant damage to the creature. The radiant damage equals 5 + your proficiency bonus + Dex and Wis modifier.
Enlightening Perspective
You gain proficiency in insight and perception skills also the light and dancing light cantrips.
Level 6
Searing Arc Strike
At 6th level, you gain the ability to channel your focus into devastating flurry of energy. Immediately after you take the Attack action on your turn, you can spend 1 focus points to cast the Burning Hands or Scorching rays spell as a bonus action. You choose the damage type when casting fire, force or radiant.
You can spend additional focus points to cast either spell as a higher level spell. Each additional focus point you spend increases the spell's level by 1. The maximum number of focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.
In addition when up cast the range of the spells increase by 10 feet times your wisdom bonus
Illuminating Flash
While your Sun Shield is activated. You can choose any number of creature of your choice within 30 feet of you to make a dexterity saving throw. On a failure, the creature are blinded until the end of your next turn and takes 2 rolls of your martial arts die plus your Wis modifier in radiant damage. Half on a success. The damage die increased at level 11 to 3 rolls of your monk die. 4 rolls of your monk die at level 17.
Level 11
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a Magic action you can cast the fireball or lightning bolt spells. You choose the damage type when casting fire, force, lighting or radiant.
You can upcast the spells damage by spending foucs points. Each point you spend, up to a maximum of your wisdom modifier increases the damage by 2d6.
Soring Light
While your Sun Shield is active. You have a fly speed equal to your walking speed. And your light can dispels magical darkness.
Empowered Radiant Sun Bolts
While Sun Shield is activate Radiant Sun Bolts don't cost focus point to use. In addition you can apply an additional martial arts die to the damage rolls of your attacks once per turn.
Level 17
Investiture of Light.
Your study and training has channeled your foucs light. Gain the following benefits while the Sun Shield is activated.
You gain true sight out to 60 feet.
Empowered Searing Arc Strike You can cast Burning Hands and Scorching Ray without spending focus points.
Sun Shield brightness grows to 60 feet bright light, 30 feet dim light. Creature of your choice in the bright light have disadvantage on attack rolls while in the bright light area.
Its interesting to see how previous versions of monk interact with the new rules.
Radiant sun bolt - the way it was created by the designers was to mimick flurry of blows without calling it flurry of blows, and it somehow does not qualifies for the sharpshooter feat or spell sniper feat because technically it is neither a ranged weapon attack or a ranged spell attack. Thats just weird. I would make these ranged spell attacks. I would also reword this to say "when you use flurry of blows you can replace each unarmed strike with a radiant sun bolt attack". The reason being that when you hit 10th level monk you get 3 fob attacks which then could become 3 radiant sunbolt attacks. Since this feature was designed to mimick FOB i think thats only reasonable.
Sun Shield - 5 + dex + wis + prof bonus is too much math. At third level monk, this feature is likely doing 13 damage per hit. It might be a bit much. Fire shield spell does 2d8 or avg 9 damage to the attacker for each hit and that is a 4th level spell. I would scale the damage back.
Searing arc strike - i like the addition of scorching ray. It fits the name of the feature better than burning hands. With the new rules giving monks 3 fob attacks at level 10 should this still be a bonus action? Scorching ray as an action with 3 fob attacks as a bonus action is mechanically better but only for tier 3 and 4. Just food for thought.
Illuminating Flash - neat idea. Very thematic. Is this an Action or bonus Action you do when your sun shield is already up? Or does it happen when you use the bonus action to turn on your sun shield? Please clarify. Its a nice feature. I would probably dump searing arc strike and use this one instead at 6th level. I would cap it at wisdom modifier times per day though. If this is an unlimited use feature its too strong.
Searing Sunburst - it seems like you can do this fireball/lightning bolt as an action, an unlimited times per day. Thats too much. I would also cap it at wisdom modifier times per day if the spell itself does not cost focus points. With a 20 wisdom your upcasting brings the spells damage to 18d6. Also a bit much.
Soring light - i would roll this into the investiture of light at 17th. Unlimited fireballs at 11th level is already pushing the envelope.
Investiture of light - i like the name. Borrowing that from the spells of the same name is a nice idea.
Sun shield brightness - excellent idea. It plays nicely into the idea of the sun blinding your enemies and making it harder for them to hit you.
Empowered searing arc strike - does using these spells without spending focus points include not spending any focus points on the upcasting? I am not sure if this is the intent or not.
Some good ideas here. It just needs a little more refining.
Your focus has become radiant. Just like the stars you draw inspiration from. Blazing a path all your own.
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 attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is your unarmed strike die. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The range of these attacks increases by 30 feet at 6th, 11th, 17th level.
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 use flurry of blows you can replace each unarmed strike with a radiant sun bolt attack"
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.
Sun Shield
At 3rd 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.
If a creature hits you with a melee attack while this light shines, you deal radiant damage to the creature. The radiant damage equals 5 + Dex and Wis modifier.
Enlightening Perspective
You gain proficiency in insight and perception skills also the light and dancing light cantrips.
Level 6
Searing Arc Strike
At 6th level, you gain the ability to channel your focus into devastating flurry of energy. You can cast the Burning Hands or Scorching Rays spells as an Magic action. You choose the damage type when casting fire or radiant. You can cast these spells a number of times equal to your wisdom modifier. Regain this ability after you finish a long rest.
Illuminating Flash
While your Sun Shield is activated. Spend 2 focus points to choose a number of creature equal to your proficiency bonus plus wisdom modifier within 30 feet of you to make a dexterity saving throw. On a failure, the creature are blinded until the end of your next turn and takes 2 rolls of your martial arts die plus your Wis modifier in radiant damage. Half on a success. The damage die increased at level 11 to 3 rolls of your monk die. 4 rolls of your monk die at level 17.
Level 11
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a Magic action spend 3 focus points you can cast the fireball or lightning bolt spells. You choose the damage type when casting fire, lighting or radiant.
You can upcast the spells damage by spending foucs points. Each point you spend, up to a maximum of your wisdom modifier increases the damage by 2d6.
Soring Light
While your Sun Shield is active. You have a fly speed equal to your walking speed. And your light can dispels magical darkness.
Empowered Radiant Sun Bolts
While Sun Shield is activate Radiant Sun Bolts don't cost focus point to use. In addition you can apply an additional martial arts die to the damage rolls of your attacks once per turn.
Level 17
Investiture of Light.
Your study and training has channeled your foucs light. Gain the following benefits while the Sun Shield is activated.
You gain true sight out to 60 feet.
Empowered Searing Arc Strike - When you cast Burning Hands and Scorching Ray the range is double.
Sun Shield brightness grows to 60 feet bright light, 30 feet dim light. Creature of your choice in the bright light have disadvantage on attack rolls while in the bright light area.
Empowered Illuminating Flash - If a creature fails its saving throw that creature is stunned until the end of your next turn.
Here's my take on updating Sun Soul Monk
Your focus has become radiant. Just like the stars you draw inspiration from.
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 attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is your unarmed strike die. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The range of these attacks increases by 30 feet at 6th, 11th, 17th level.
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.
Sun Shield
At 3rd 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.
If a creature hits you with a melee attack while this light shines, you deal radiant damage to the creature. The radiant damage equals 5 + your proficiency bonus + Dex and Wis modifier.
Enlightening Perspective
You gain proficiency in insight and perception skills also the light and dancing light cantrips.
Level 6
Searing Arc Strike
At 6th level, you gain the ability to channel your focus into devastating flurry of energy. Immediately after you take the Attack action on your turn, you can spend 1 focus points to cast the Burning Hands or Scorching rays spell as a bonus action. You choose the damage type when casting fire, force or radiant.
You can spend additional focus points to cast either spell as a higher level spell. Each additional focus point you spend increases the spell's level by 1. The maximum number of focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.
In addition when up cast the range of the spells increase by 10 feet times your wisdom bonus
Illuminating Flash
While your Sun Shield is activated. You can choose any number of creature of your choice within 30 feet of you to make a dexterity saving throw. On a failure, the creature are blinded until the end of your next turn and takes 2 rolls of your martial arts die plus your Wis modifier in radiant damage. Half on a success. The damage die increased at level 11 to 3 rolls of your monk die. 4 rolls of your monk die at level 17.
Level 11
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a Magic action you can cast the fireball or lightning bolt spells. You choose the damage type when casting fire, force, lighting or radiant.
You can upcast the spells damage by spending foucs points. Each point you spend, up to a maximum of your wisdom modifier increases the damage by 2d6.
Soring Light
While your Sun Shield is active. You have a fly speed equal to your walking speed. And your light can dispels magical darkness.
Empowered Radiant Sun Bolts
While Sun Shield is activate Radiant Sun Bolts don't cost focus point to use. In addition you can apply an additional martial arts die to the damage rolls of your attacks once per turn.
Level 17
Investiture of Light.
Your study and training has channeled your foucs light. Gain the following benefits while the Sun Shield is activated.
You gain true sight out to 60 feet.
Empowered Searing Arc Strike You can cast Burning Hands and Scorching Ray without spending focus points.
Sun Shield brightness grows to 60 feet bright light, 30 feet dim light. Creature of your choice in the bright light have disadvantage on attack rolls while in the bright light area.
Would love some feedback. Peace and much love.
Its interesting to see how previous versions of monk interact with the new rules.
Radiant sun bolt - the way it was created by the designers was to mimick flurry of blows without calling it flurry of blows, and it somehow does not qualifies for the sharpshooter feat or spell sniper feat because technically it is neither a ranged weapon attack or a ranged spell attack. Thats just weird. I would make these ranged spell attacks. I would also reword this to say "when you use flurry of blows you can replace each unarmed strike with a radiant sun bolt attack". The reason being that when you hit 10th level monk you get 3 fob attacks which then could become 3 radiant sunbolt attacks. Since this feature was designed to mimick FOB i think thats only reasonable.
Sun Shield - 5 + dex + wis + prof bonus is too much math. At third level monk, this feature is likely doing 13 damage per hit. It might be a bit much. Fire shield spell does 2d8 or avg 9 damage to the attacker for each hit and that is a 4th level spell. I would scale the damage back.
Searing arc strike - i like the addition of scorching ray. It fits the name of the feature better than burning hands. With the new rules giving monks 3 fob attacks at level 10 should this still be a bonus action? Scorching ray as an action with 3 fob attacks as a bonus action is mechanically better but only for tier 3 and 4. Just food for thought.
Illuminating Flash - neat idea. Very thematic. Is this an Action or bonus Action you do when your sun shield is already up? Or does it happen when you use the bonus action to turn on your sun shield? Please clarify. Its a nice feature. I would probably dump searing arc strike and use this one instead at 6th level. I would cap it at wisdom modifier times per day though. If this is an unlimited use feature its too strong.
Searing Sunburst - it seems like you can do this fireball/lightning bolt as an action, an unlimited times per day. Thats too much. I would also cap it at wisdom modifier times per day if the spell itself does not cost focus points. With a 20 wisdom your upcasting brings the spells damage to 18d6. Also a bit much.
Soring light - i would roll this into the investiture of light at 17th. Unlimited fireballs at 11th level is already pushing the envelope.
Investiture of light - i like the name. Borrowing that from the spells of the same name is a nice idea.
Sun shield brightness - excellent idea. It plays nicely into the idea of the sun blinding your enemies and making it harder for them to hit you.
Empowered searing arc strike - does using these spells without spending focus points include not spending any focus points on the upcasting? I am not sure if this is the intent or not.
Some good ideas here. It just needs a little more refining.
Thank you for the feedback. I'm working on it now
New update
Here's my take on updating Sun Soul Monk
Your focus has become radiant. Just like the stars you draw inspiration from. Blazing a path all your own.
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 attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is your unarmed strike die. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The range of these attacks increases by 30 feet at 6th, 11th, 17th level.
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 use flurry of blows you can replace each unarmed strike with a radiant sun bolt attack"
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.
Sun Shield
At 3rd 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.
If a creature hits you with a melee attack while this light shines, you deal radiant damage to the creature. The radiant damage equals 5 + Dex and Wis modifier.
Enlightening Perspective
You gain proficiency in insight and perception skills also the light and dancing light cantrips.
Level 6
Searing Arc Strike
At 6th level, you gain the ability to channel your focus into devastating flurry of energy. You can cast the Burning Hands or Scorching Rays spells as an Magic action. You choose the damage type when casting fire or radiant. You can cast these spells a number of times equal to your wisdom modifier. Regain this ability after you finish a long rest.
Illuminating Flash
While your Sun Shield is activated. Spend 2 focus points to choose a number of creature equal to your proficiency bonus plus wisdom modifier within 30 feet of you to make a dexterity saving throw. On a failure, the creature are blinded until the end of your next turn and takes 2 rolls of your martial arts die plus your Wis modifier in radiant damage. Half on a success. The damage die increased at level 11 to 3 rolls of your monk die. 4 rolls of your monk die at level 17.
Level 11
Searing Sunburst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a Magic action spend 3 focus points you can cast the fireball or lightning bolt spells. You choose the damage type when casting fire, lighting or radiant.
You can upcast the spells damage by spending foucs points. Each point you spend, up to a maximum of your wisdom modifier increases the damage by 2d6.
Soring Light
While your Sun Shield is active. You have a fly speed equal to your walking speed. And your light can dispels magical darkness.
Empowered Radiant Sun Bolts
While Sun Shield is activate Radiant Sun Bolts don't cost focus point to use. In addition you can apply an additional martial arts die to the damage rolls of your attacks once per turn.
Level 17
Investiture of Light.
Your study and training has channeled your foucs light. Gain the following benefits while the Sun Shield is activated.
You gain true sight out to 60 feet.
Empowered Searing Arc Strike - When you cast Burning Hands and Scorching Ray the range is double.
Sun Shield brightness grows to 60 feet bright light, 30 feet dim light. Creature of your choice in the bright light have disadvantage on attack rolls while in the bright light area.
Empowered Illuminating Flash - If a creature fails its saving throw that creature is stunned until the end of your next turn.
Would love some feedback. Peace and much love.