Monk
Base Class: Monk

Imagine yourself as the center of a universe, the soul at the core of your being responsible for illuminating every corner of that incomprehensible vastness.  The power you must generate to accomplish such a task is harnessed and hurled at your foes, used to bear you aloft, or devastate a battleground.

Illuminating Wisdom

At 3rd level after choosing this archetype you learn the Light and Dancing Lights Cantrips. Wisdom is your spellcasting ability for these spells.

Radiant Bolts

Additionally at 3rd level, you learn to channel the power of your soul into blasts of Radiant energy. When you take the attack action on your turn you may replace any unarmed strike you would make that turn with a Wisdom based Ranged Spell Attack. This attack has a range of 60/120 and deals damage equal to your Martial Arts die + your Wisdom modifier. On a hit you can spend a number of Ki up to your proficiency bonus to fire a barrage of bolts with unerring accuracy that each deal additional radiant damage. This additional damage is equal to 1 roll of your Martial Arts die per Ki point spent in this way.

Sky-Crossing Step

Beginning at 6th level you can use a bonus action to grant yourself a fly speed for 10 minutes. While using this fly speed you treat areas of dim illumination as difficult terrain and this flight is suppressed in areas of darkness. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

Sunset Soul Explosion

At 11th level, like the sunset scorches the sky from horizon to horizon, so to can you stoke the light of your soul to scourge your enemies on the field of battle. As an action you can create and eruption of radiant energy from a point you can see within 100 ft. The energy fills a 20 ft sphere and creatures in that area suffer Radiant damage equal to two rolls of your martial arts die or half on a successful dexterity save. You may spend Ki to increase the base damage of this effect by 1 roll of your Martial Arts die per point of Ki to a limit of 3.

Glorious Heliocentric Countenance

At 17th level you use a bonus action to shed bright light in a radius of 30 feet and dim light for an additional 30 by igniting your soul in a dazzling display for 1 minute, reaching the center of yourself as the sun sits at the center of the near heavens. You also gain the following of benefits:
- Your Unarmed Strikes do radiant damage. Once per turn you deal additional radiant damage on a hit equal to a roll of your Martial Arts die.
- You add your Martial Arts die to Death Saves. If this bonus pushes your total to 20 or higher, you regain 1 hit point as if you'd rolled a natural 20.
- You recover 1 Ki at the beginning of each of your turns.
- Creatures within 10 feet of you that hit you must succeed on a Constitution save vs your Ki DC or suffer 1 roll of your Martial Arts die in radiant damage and be blinded until the end of their next turn.
When this state ends, you lose any remaining Ki Points you have to a minimum of your Wisdom Modifier.
You can use this feature once and must complete a long rest or spend 15 Ki points to use it again.

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