Monk
Base Class: Monk

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Solar Blast

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

When you make an unarmed strike, you can instead make it as a ranged spell attack with a range of 30 feet. When you do so, its damage type is radiant.

Sunbeam

6th-Level Way of the Sun Soul Feature

You can channel your ki into searing waves of energy. When you take the Attack action on your turn, you can replace one of the attacks with a blast of radiant energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your ki save DC, taking radiant damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

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 1 ki point to use this feature again.

Solar Wind

6th-Level Way of the Sun Soul Feature

When you use your Step of the Wind, you gain a radiant glow that vanishes at the end of your turn. While you glow in this way, you have a flying speed equal to your walking speed.

Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, 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 Dexterity saving throw, taking radiant damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. 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 by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by one roll of your Martial Arts die.

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 1 ki point to use this feature again.

Super Solar

17th-Level Way of the Sun Soul Feature

You are able to wreathe yourself in a luminous, magical aura. As a bonus action, you can spend 5 ki points to shed bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light extinguishes early if you are incapacitated or die. While this light shines, you gain the following benefits:

Augment Sunbeam. When you use your Sunbeam, you can augment its shape and power. The blast of radiant energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

Armor of the Sun. When a creature hits you with a melee attack, it takes radiant damage equal to 5 + your Wisdom modifier.

Greater Solar Wind. You have a flying speed equal to your walking speed.

Comments

Posts Quoted:
Reply
Clear All Quotes