Base Class: Monk
rework for Way of the Sun Soul
Even in the darkest of time, there is comfort in knowing the sun will rise eventually. It will replenish the earth with warmth and light or sear into peoples eyes. Monks of the Rising Sun, take comfort in the sun and channel the beams towards their enemies, while also being recharged by it.
Ray of Sunlight
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option which you can use instead of any unarmed strike. This special attack is a ranged spell 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 a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you reach 5th level, you can expend a ki point when you hit a creature with a ray of sunlight to attempt to blind them. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Searing Arc Strike
At 6th level, you can hurl searing bolts to burn and trip your enemies. When you take the Attack action on your turn, you can replace one of the attacks by a casting of Guiding Bolt or Burning Hands as a first level spell. Wisdom is your spellcasting ability for this spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
You can spend additional uses of this feature or ki points to cast either spell at a higher level. Each additional use of this feature or ki point you spend increases the spell’s level by 1, to a maximum spell level equal to your proficiency modifier.
Rising from the Ashes
Starting at 11th level, you can use your reaction to absorb fire or radiant damage dealt to you. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can expend a ki point to gain temporary hit points equal to the damage that was reduced.
Additionally, when you are at 0 hit points and take fire or radiant damage, your body is reduced to a pile of ashes. At the start of your turn you can immediately get back up with an amount of hit points equal to the damage taken, up to a maximum equal to your monk level. You can only use this feature once before finishing a long rest.
Solar embodiment
At 17th level, you become wreathed in a luminous, magical aura. While you are not incapacitated, 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. While the light shines, you gain the following benefits.
Sunburst. The range of your Ray of Sunlight becomes 60 feet
Warding Flare. When you take use the Patient Defense feature you can target an additional creature within 30 feet of you to have them benefit from the dodge action as well, with no cost to them. You can target one additional creature within 30 feet by spending an extra ki point, up to a maximum of 5 creatures in total. The effect lasts until the start of your next turn and they have to remain within 30 feet of you to gain the benefits.
Across the Sky. When you use the Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your turn.







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