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.
Radiant Sun Bolt - fine. Sun Shield - this massively incentivizes going into melee (which conflicts with Radiant Sun Bolt) and trying to get hit since at 3rd level you are dealing 13 radiant damage when each enemy hits you, which is enough to insta-kill most minions at this level. This is more powerful that Fire Shield (a 4th level spell). It's also unlimited use so will be essentially always on. Enlightening Perspective - fine but largely unnecessary, most monks are taking those skill proficiencies anyway. Searing Arc Strike - so... you're giving the 3-attacks as a bonus action for 1 focus point 5 level earlier than any other monk? Illuminating Flash - this has no activation / action cost? So can the monk just constantly be blinding everyone around them at all times & dealing unlimited damage to them? Searing Sunburst - this has no focus point cost so do they have unlimited fireballs at level 11? Soring Light - unlimited flight is generally limited to at least tier 4: 14th level+ Empowered Radiant Sun Bolts - this is a LOT of damage, it's adding ~20 damage every round for free. This monk will never run out of focus at this rate and be able to cast 9th level Scorching Rays multiple times per combat each dealing 3d6 damage on a hit. Investiture of Light - permanent always-on disadvantage for all enemies all the time....
While fun and thematic for Dragon Ball, this kit is currently pretty overloaded with stuff. You should consider reworking abilities, or adjusting them so that they can only be used a certain #of times. Currently, Sun Shield in its level 3 form is a permanent damage radius with a minimum of 7 radiant for every time you get hit, without a cap. And that's assuming you have a 0 bonus in Wis and Dex, which no monk will have.
There's no need to adjust manage type of Fireball and Lightning Bolt on the 11th level Searing Sunburst, since you're giving two different equivalent options that have different damage types anyway.
I don't think a monk should be able to cast any spell as 5th level or higher, especially not a 9th level Burning Hands / Scorching Ray for free. They should have much more limited upcast potential, or they should have to spend a lot more Focus to upcast, or even maybe upcast just shouldn't be allowed. It's still a strong feature.
Currently this monk can cast Lightning Bolt and Fireball every round non-stop from the moment they wake up until the moment they sleep - they need to be limited. And they also shouldn't be casting 8th level versions of the spell, especially for a pittance of 5 Focus that they recover on short rests.
Don't get me wrong - I think a lot of this is cool and I love updating this subclass because I really like it's flavor. But right now, this version is very unbalanced.
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
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.
If you want a reference point to how other people reworked Sun Soul Monk, I can recommend watching Bone Wizard’s video on the topic. Even if you don’t agree with his version it’s a neat watch regardless
Rollback Post to RevisionRollBack
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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.
Comments:
Radiant Sun Bolt - fine.
Sun Shield - this massively incentivizes going into melee (which conflicts with Radiant Sun Bolt) and trying to get hit since at 3rd level you are dealing 13 radiant damage when each enemy hits you, which is enough to insta-kill most minions at this level. This is more powerful that Fire Shield (a 4th level spell). It's also unlimited use so will be essentially always on.
Enlightening Perspective - fine but largely unnecessary, most monks are taking those skill proficiencies anyway.
Searing Arc Strike - so... you're giving the 3-attacks as a bonus action for 1 focus point 5 level earlier than any other monk?
Illuminating Flash - this has no activation / action cost? So can the monk just constantly be blinding everyone around them at all times & dealing unlimited damage to them?
Searing Sunburst - this has no focus point cost so do they have unlimited fireballs at level 11?
Soring Light - unlimited flight is generally limited to at least tier 4: 14th level+
Empowered Radiant Sun Bolts - this is a LOT of damage, it's adding ~20 damage every round for free. This monk will never run out of focus at this rate and be able to cast 9th level Scorching Rays multiple times per combat each dealing 3d6 damage on a hit.
Investiture of Light - permanent always-on disadvantage for all enemies all the time....
While fun and thematic for Dragon Ball, this kit is currently pretty overloaded with stuff. You should consider reworking abilities, or adjusting them so that they can only be used a certain #of times. Currently, Sun Shield in its level 3 form is a permanent damage radius with a minimum of 7 radiant for every time you get hit, without a cap. And that's assuming you have a 0 bonus in Wis and Dex, which no monk will have.
There's no need to adjust manage type of Fireball and Lightning Bolt on the 11th level Searing Sunburst, since you're giving two different equivalent options that have different damage types anyway.
I don't think a monk should be able to cast any spell as 5th level or higher, especially not a 9th level Burning Hands / Scorching Ray for free. They should have much more limited upcast potential, or they should have to spend a lot more Focus to upcast, or even maybe upcast just shouldn't be allowed. It's still a strong feature.
Currently this monk can cast Lightning Bolt and Fireball every round non-stop from the moment they wake up until the moment they sleep - they need to be limited. And they also shouldn't be casting 8th level versions of the spell, especially for a pittance of 5 Focus that they recover on short rests.
Don't get me wrong - I think a lot of this is cool and I love updating this subclass because I really like it's flavor. But right now, this version is very unbalanced.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
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.
If you want a reference point to how other people reworked Sun Soul Monk, I can recommend watching Bone Wizard’s video on the topic. Even if you don’t agree with his version it’s a neat watch regardless