Base Class: Monk
In the years following The Warden's ascension, a rift formed between the followers of The Radiant Soul (of which The Warden was a master) and the followers of The Path of the Kensei (which the Warden had co-opted during his Celestial Trials). However, before the rift could move on to something more violent, Carrus stepped in, Himself, to intervene. He worked with practitioners of both methods to create a hybrid style: The Way of the Radiant Blade. He made sure to thoroughly trounce all comers as well, said he "Had to keep his skills sharp or the turtle would have his hide."
This sparked debate as well, but that is another topic.
Path of The Radiant Blade
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of a particular weapon. You gain the following benefits.
Weapon Discipline. Choose one type of melee weapon to be your specialized weapon. This weapon can be any simple or martial weapon. You gain proficiency with this weapon if you don’t already have it. Weapons of the chosen type are monk weapons for you. Many of this tradition’s features work only with your specialized weapons. When you reach 6th level in this class, you can choose another type of weapon to be a specialized weapon for you, following the criteria above.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a specialized weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Radiant Strike. When making a strike with your specialized weapon, spend a ki point to to add radiant damage equal to your Martial Arts die.
The Inner Flame
At 6th level, you extend your ki into your specialized weapons, granting you the following benefits.
Magic Weapons. Your attacks with your specialized weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ignite the Flame. As a bonus action, you can cast the flame blade spell on your specialized weapon without concentration, igniting it with white-hot flame. You can expend ki points to increase the level at which the spell is cast, one per level, capped at a spell level equivalent to half of your class level, rounded down.
Weapon Discipline
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a specialized weapon for you, following the criteria above.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one specialized weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Searing Crescent
At 11th level, you gain the ability to fire a crescent-shaped blast of Radiant Flame from your weapon that creates a line of destruction. As an action, you swing your weapon and unleash a crescent wave of radiant energy 10 feet wide (or tall) that travels in a 100 foot line.
Each creature in that line that does not have total, opaque cover must succeed on a CON saving throw (DC {{savedc:wis}}) or take 2d6 radiant damage. You can increase the sphere’s damage by spending ki points.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Sun Sword
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.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.






