Base Class: Monk
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. Through meditation they unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Shining Soul
Beginning when you choose this tradition at 3rd level, your ki burns with a bright inward light. You learn the dancing lights or light cantrip.
Additionally, because of your radiant ki, you can empower yourself and your attacks with blazing light. Whenever you hit a creature with an attack, you may forgo the damage and may spend 1 ki point. If you do, the creature hit must succeed on a Wisdom saving throw or be Blinded until the end of your next turn.
Searing Sun Bolt
Also 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 counts as an unarmed strike, and it has a range of 30 feet. It uses Wisdom, rather than Strength of Dexterity, for 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.
Searing Light Flare
Starting at 6th level, you gain the ability to channel your ki into bright waves of energy.
Immediately after you take the Attack action on your turn, you can spend 2 ki points to produce a blinding flash of light in a 15 ft cone in front of you (no action required). Each creature within the cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage and is blinded until the start of your next turn on a failed save, or half as much damage and not blinded on a successful one.
You can spend additional ki points to make a stronger blast. Each additional ki point you spend increases the damage by 1d6 and range by 5ft. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Radiant Sun Burst
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, or as a bonus action by expending 2 ki points, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or be blinded until the end of their next turn and take 4d8 radiant damage, or half as much on a failed save, suffering no further effects. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage and size by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d8.
Sun Shield
By the time you've reached 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. While the light is active, you have a flying speed equal to your waking speed. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, that creature takes radiant damage equal to twice your Wisdom modifier.
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