Monk
Base Class: Monk

The Monks of the Sunlit Path, centralized within the Sunlit Sanctum at the crest of the Dartarunian Mountains, are an order of the very first devotees of Solunum, the Genesis Primordial. For more than two thousand years, the Sunlit Monks have practiced and perfected methods that invoke the power of sunlight--a small glimpse into the might and potency of Solunum. 

For most of their existence, the Sunlit Monks lived in solitude in and around their Sanctum, but in the last hundred years, have been venturing back into the world of Viemonde, as they began to understand that the world and its people, all the progeny of Solunum, were in need of their protection. Sunlit Monks bring with them discipline, knowledge, and devotion.

Blinding Flurry

Starting when you choose this tradition at 3rd level, your can unleash your inner light as you flurry. By expending a ki point, you can choose one effect from the following options:

  • All of your attacks for this flurry deal radiant damage instead of physical damage
  • Your next successful attack as part of this flurry blinds the target until the end of its next turn if it fails a Constitution saving throw.

Additionally, you gain access to the Light cantrip, and at 9th level, gain access to the Daylight spell, which you can cast once per day for free, and subsequently by spending 2 ki points.

Sunlit Step

At 6th level, by expending a ki point as a bonus action, you can take the form of sunlight and instantly teleport a distance equal to up to your movement speed to a location you can see. Additionally, you can choose to cause a blinding flash at either the area you left or the area you enter, forcing any creature within 5 feet of the new position to make a Dexterity saving throw to resist being blinded until the end of their next turn.

At 12th level, by spending a ki point as an action, you can instantly transport yourself farther, as the dimension door spell.

Solar Radiance

Beginning at 11th level, as an action, you suffuse yourself with mystical sunlight for the next minute, shedding light as the Daylight spell and bolstering allies within 30 feet of you. Until Solar Radiance ends, any allied creature ending its turn within range is healed for an amount equal to your martial art die, and cannot suffer additional points of exhaustion while within the effect.

Additionally, any undead creature attempting to enter the area must make a Wisdom saving throw. Failure prevents the creature from entering. An undead creature that starts its turn within the effect and fails a Wisdom saving throw has its speed reduced to 0.

You can use this ability once per long rest.

Sun God's Reckoning

At 17th level, you and any ally within your Solar Radiance effect gain the following benefits:

  • Heal for your martial arts die plus your proficiency modifier if they end their turn within the effect
  • Attacks made while within the effect deal an additional 1d6 radiant damage
  • The first time an ally ends their turn within the effect, one point of exhaustion is removed, and they can suffer no additional points while within the effect

In addition, the following penalties are applied to enemies who start or end their turn within the effect:

  • Non-sentient undead with less than 50 hit points are disintegrated
  • Radiant damage resistance reduced by one step
    • Immunity > resistance, resistance > no resistance, no resistance > vulnerability

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