Past level 5, any monk will be underpowered compared to other classes. My suggestions:
1. Throw in a few more short rest opportunities per game so they can at least spam their ki abilities more.
2. Find a story telling excuse to give the monk player a few more magic items to up their power. Maybe even make it something risky, like "you might get this +2 knuckle dusters, but your character might get killed/maimed (which they can use as an excuse to switch to a new character).
3. Talk to the monk player about multi-classing. A quick dip into warlock, fighter, or Ranger could help them close the power gap a bit.
4. Consider just giving them a free feat like magic initiate disguised as a homebrew magic item. Use of a Hex spell every other fight to make their hits stunning strikes more effective and up their damage will go a long way.
5. Give them a monk apprentice to basically use as a familiar in combat, like they adopt an orphan off the streets or get saddled with a padawan by their monastic order. This is a weird alternative, but if everything is on the table...
Monks don't need additional help, they work just fine; if you read the first page you'll see the reason the OP's Monk player was having trouble was that they'd over-prioritised Dexterity and neglected Wisdom, and the encounters they were facing favoured the other players more.
The OP seems to have learned all those lessons and adapted accordingly, which is great; Monks excel in varied encounters with mixed enemy types and more complex terrain layout (elevations and obstacles), and Sun Soul is no exception to this. It's also more interesting for all players in general, as casters need to adapt to their favourite spell(s) not always being the best choice, frontline scrum melee fighters need to contend with their positioning being an important factor, and/or being unable to get from one group of enemies to another in a single turn and so-on; it makes games so much more fun.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
If you'll notice, the Monk is a standard human and did plus 2 to dex for the ASI. Standard humans are better for skill monkeys generally or maybe an every class style build, but they don't do as well for getting what's needed out of a character. Notice that the charisma, intelligence, and strength are getting no extra benefit from the +1 and probably won't. Consider a Bugbear Monk in comparison. With a +2 strength and a +1 dex the Bugbear 6actually gets less benefit from its bonuses than the human does, considering that dex +1 and con +1 bumped odd stats to even stats and that even the +1 to wisdom will be beneficial down the line. With standard array, you could get a 8+2 str, 15+1 dex, a 13 con, a 10 int, a 14 wis, and a 12 cha for 10, 16, 13, 10, 14, 12 final. The human has 9, 16, 14, 11, 15, 14. The bugbear has the same modifiers except has a +1 to strength and a -1 to con. But the bugbear gets all of the bugbear bonuses. With point buy, it could have been 8+2, 15+1, 14, 8, 14, 12 for 10, 16, 14, 8, 14, 12 or take some away from the charisma to get either or both of con and wis at 15 and still have the bugbear stuff. Going with something like Wood Elf would be better, allowing for 16s in both wis and dex to begin with.
The Sun Soul Monk isn't really that much under=powered.
Their speciality is, like all monks, their unarmed attacks becoming 'magical' and the Sun Soul also has short range Radiant damage attacks.
And okay it can quickly be expensive on the Ki side, but each standard attack action can become 2 attacks for a Ki point.
Monks also have the Stunning Blow ability, okay yes there is a Saving Throw, but I recommend Stunning Blow when possible as it renders the opponent more vulnerable to all attacks, if it succeeds.
And, okay it's 9th level but at level 9 Monks can run across water and up walls... as long as they don't end their movement there.
30 feet isnt ranges per say. The monk is basically a scrimisher running close zapping twice (4 with ki) then running back.
That works for 3th, 4th and 5th levels but at 6th it seems all monks want to start spamming stunning strike which means melee attacks all the time which throws away that 30 foot range. Which is the defining feature of the subclass.
So yes sun souls definitely feel weaker because of that.
I played one to 14th level so never got to see Sun Shield in action.
Searing Sunburst was so dissapointing I used it and burning hands once each just to say I'd used them. There was no point where either was really a good option.
I tried redesigning the monk Way of the Sun Soul. It is probably too strong now, but definitely better than before. This subclass is drawn based on my redesign of the core monk class. (here is the link: https://homebrewery.naturalcrit.com/share/-5ZDhwyrQGD6)
Way of the Sun Soul
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 ki
Starting when you choose this tradition at 3rd level, you learn one Radiant Sun techniques of your choice. You learn one additional technique of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
You can spend 2 ki point to make an attack against one creature within 5 feet of you as an action. On a hit, the target suffers the your normal attack plus the radiant damage. The amount of the radiant damage is equal to your wisdom modifier.
Your Radiant damage increases as you gain levels in this class. At 5th level, the damage increases by one Martial Arts die on a hit (1d6 / 1d8 + wis mod), at 11th level increase by another (2d8 / 2d10 + wis mod) and 17th level yet another (3d12 + wis mod). You can add special effects to your ki attack.
Ki Beam When you have attacked your target, you can choose to release a beam of radiant energy. All enemies behind the target hit in a straight line within 10 feet must succeed on a Dexterity saving throw or take your radiant damage. Leveling up in this subclass increases the range attack. At 5th level the beam is 20 feet, at 11th level 30 feet, and at 17th level 60 feet.
Ki Blast. When you have attacked your target, you can choose to release a blast that can damage all the enemies that are 5 feet away from you. All enemies 5 feet away from you must succeed on a Dexterity saving throw or take your radiant damage. Leveling up in this subclass increases the blast radius. At 11th level 10 feet, at 17th level 15 feet.
Ki Radiation. When you have attacked your target, you can choose to release radiation energy. The radiant energy lingers in the affected area, making it a difficult terrain until the end of your next turn. Every enemy who ends his turn in this radioactive terrain must succeed on a Constitution saving throw or takes your radiant damage. Leveling up in this subclass increases the radius area. At 5th level the area is 10 feet, at 11th level 15 feet, at 17th level 20 feet and the radiation can persist for 2 turns.
Ki Burst. You gain the ability to create an orb of light that erupts into a devastating explosion. You can attack an enemy 30 feet away by creating a sphere of energy, if you hit, it receives the normal damage and all enemies around it by 5 feet must succeed on a Constitution saving throw or take your radiant damage. Leveling up in this subclass increases the range attack. At 5th level the beam is 60 feet, at 11th level 90 feet, and at 17th level 150 feet.
Elemental Radiation
At 6th level, you can choose to change your radiant damage to fire damage or lightning damage only for the features of this subclass.
Blinding Sun
At 11th level, before or after using lightning step, every enemy who is within 30 feet of you must pass a constitution saving throw or be blinded until the end of your next turn. Additionally, your radiating ki grants you resistance to cold and fire damage.
Sunshine Aura
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. Your light brings the same characteristics as the sun and eradicates magical darkness.
Whenever a creature hits you with a melee attack while this light shines, your light erupts with radiant energy. The radiant damage equals 5 + your Wisdom modifier.
Past level 5, any monk will be underpowered compared to other classes. My suggestions:
1. Throw in a few more short rest opportunities per game so they can at least spam their ki abilities more.
2. Find a story telling excuse to give the monk player a few more magic items to up their power. Maybe even make it something risky, like "you might get this +2 knuckle dusters, but your character might get killed/maimed (which they can use as an excuse to switch to a new character).
3. Talk to the monk player about multi-classing. A quick dip into warlock, fighter, or Ranger could help them close the power gap a bit.
4. Consider just giving them a free feat like magic initiate disguised as a homebrew magic item. Use of a Hex spell every other fight to make their hits stunning strikes more effective and up their damage will go a long way.
5. Give them a monk apprentice to basically use as a familiar in combat, like they adopt an orphan off the streets or get saddled with a padawan by their monastic order. This is a weird alternative, but if everything is on the table...
Monks don't need additional help, they work just fine; if you read the first page you'll see the reason the OP's Monk player was having trouble was that they'd over-prioritised Dexterity and neglected Wisdom, and the encounters they were facing favoured the other players more.
The OP seems to have learned all those lessons and adapted accordingly, which is great; Monks excel in varied encounters with mixed enemy types and more complex terrain layout (elevations and obstacles), and Sun Soul is no exception to this. It's also more interesting for all players in general, as casters need to adapt to their favourite spell(s) not always being the best choice, frontline scrum melee fighters need to contend with their positioning being an important factor, and/or being unable to get from one group of enemies to another in a single turn and so-on; it makes games so much more fun.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
If you'll notice, the Monk is a standard human and did plus 2 to dex for the ASI. Standard humans are better for skill monkeys generally or maybe an every class style build, but they don't do as well for getting what's needed out of a character. Notice that the charisma, intelligence, and strength are getting no extra benefit from the +1 and probably won't. Consider a Bugbear Monk in comparison. With a +2 strength and a +1 dex the Bugbear 6actually gets less benefit from its bonuses than the human does, considering that dex +1 and con +1 bumped odd stats to even stats and that even the +1 to wisdom will be beneficial down the line. With standard array, you could get a 8+2 str, 15+1 dex, a 13 con, a 10 int, a 14 wis, and a 12 cha for 10, 16, 13, 10, 14, 12 final. The human has 9, 16, 14, 11, 15, 14. The bugbear has the same modifiers except has a +1 to strength and a -1 to con. But the bugbear gets all of the bugbear bonuses. With point buy, it could have been 8+2, 15+1, 14, 8, 14, 12 for 10, 16, 14, 8, 14, 12 or take some away from the charisma to get either or both of con and wis at 15 and still have the bugbear stuff. Going with something like Wood Elf would be better, allowing for 16s in both wis and dex to begin with.
The Sun Soul Monk isn't really that much under=powered.
Their speciality is, like all monks, their unarmed attacks becoming 'magical' and the Sun Soul also has short range Radiant damage attacks.
And okay it can quickly be expensive on the Ki side, but each standard attack action can become 2 attacks for a Ki point.
Monks also have the Stunning Blow ability, okay yes there is a Saving Throw, but I recommend Stunning Blow when possible as it renders the opponent more vulnerable to all attacks, if it succeeds.
And, okay it's 9th level but at level 9 Monks can run across water and up walls... as long as they don't end their movement there.
30 feet isnt ranges per say. The monk is basically a scrimisher running close zapping twice (4 with ki) then running back.
That works for 3th, 4th and 5th levels but at 6th it seems all monks want to start spamming stunning strike which means melee attacks all the time which throws away that 30 foot range. Which is the defining feature of the subclass.
So yes sun souls definitely feel weaker because of that.
I played one to 14th level so never got to see Sun Shield in action.
Searing Sunburst was so dissapointing I used it and burning hands once each just to say I'd used them. There was no point where either was really a good option.
I tried redesigning the monk Way of the Sun Soul. It is probably too strong now, but definitely better than before. This subclass is drawn based on my redesign of the core monk class. (here is the link: https://homebrewery.naturalcrit.com/share/-5ZDhwyrQGD6)
Way of the Sun Soul
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 ki
Starting when you choose this tradition at 3rd level, you learn one Radiant Sun techniques of your choice. You learn one additional technique of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
You can spend 2 ki point to make an attack against one creature within 5 feet of you as an action. On a hit, the target suffers the your normal attack plus the radiant damage. The amount of the radiant damage is equal to your wisdom modifier.
Your Radiant damage increases as you gain levels in this class. At 5th level, the damage increases by one Martial Arts die on a hit (1d6 / 1d8 + wis mod), at 11th level increase by another (2d8 / 2d10 + wis mod) and 17th level yet another (3d12 + wis mod). You can add special effects to your ki attack.
Ki Beam When you have attacked your target, you can choose to release a beam of radiant energy. All enemies behind the target hit in a straight line within 10 feet must succeed on a Dexterity saving throw or take your radiant damage. Leveling up in this subclass increases the range attack. At 5th level the beam is 20 feet, at 11th level 30 feet, and at 17th level 60 feet.
Ki Blast. When you have attacked your target, you can choose to release a blast that can damage all the enemies that are 5 feet away from you. All enemies 5 feet away from you must succeed on a Dexterity saving throw or take your radiant damage. Leveling up in this subclass increases the blast radius. At 11th level 10 feet, at 17th level 15 feet.
Ki Radiation. When you have attacked your target, you can choose to release radiation energy. The radiant energy lingers in the affected area, making it a difficult terrain until the end of your next turn. Every enemy who ends his turn in this radioactive terrain must succeed on a Constitution saving throw or takes your radiant damage. Leveling up in this subclass increases the radius area. At 5th level the area is 10 feet, at 11th level 15 feet, at 17th level 20 feet and the radiation can persist for 2 turns.
Ki Burst. You gain the ability to create an orb of light that erupts into a devastating explosion. You can attack an enemy 30 feet away by creating a sphere of energy, if you hit, it receives the normal damage and all enemies around it by 5 feet must succeed on a Constitution saving throw or take your radiant damage. Leveling up in this subclass increases the range attack. At 5th level the beam is 60 feet, at 11th level 90 feet, and at 17th level 150 feet.
Elemental Radiation
At 6th level, you can choose to change your radiant damage to fire damage or lightning damage only for the features of this subclass.
Blinding Sun
At 11th level, before or after using lightning step, every enemy who is within 30 feet of you must pass a constitution saving throw or be blinded until the end of your next turn. Additionally, your radiating ki grants you resistance to cold and fire damage.
Sunshine Aura
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. Your light brings the same characteristics as the sun and eradicates magical darkness.
Whenever a creature hits you with a melee attack while this light shines, your light erupts with radiant energy. The radiant damage equals 5 + your Wisdom modifier.