Monk
Base Class: Monk

Improved Way of the Sun Soul.

Radiant Sun Bolt

Starting when you choose this tradition 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 is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its 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.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Sun Arts

At 6th level, you gain the ability to channel your ki to replicate spells. You can cast the following spells without providing material components: burning hands (1 point), faerie fire (1 point), branding smite (2 points), scorching ray (2 points), daylight (3 points). If a certain spell listed has additional effects at higher levels, you can upcast them using an additional ki point per spell level. You gain the sacred flame if you don't already know it. Additionally, you can cast it as a bonus action a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest.

Aspects of the Sun

At 11th level, you gain the ability to create an orb of light that erupts into a light of healing or a devastating blast. As an action, you can spend 1 ki point to 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 instant. Choose one of the following effects:

Grace of the Sun. Each creature of your choice in that 20-foot-radius sphere regains 2d4 hit points. You can increase the sphere’s healing by spending ki points. Each point you spend, to a maximum of 5 spent total, increases the damage by 2d4 (10d4 maximum).

Fury of the Sun. Each creature of your choice in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d8 radiant damage. 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, to a maximum of 5 spent total, increases the damage by 2d8 (10d8 maximum).

Sun Shield

At 17th level, you become wreathed in a luminous, protective, magical aura. You gain resistance to fire and radiant damage. As a reaction, whenever you take fire or radiant damage, you instead take no damage and regain hit points equal to the damage dealt. You can use this reaction a number of times equal to your proficiency bonus and regain all expended uses after a long rest. 

Whenever you are reduced to 0 hit points, you can spend a number of ki points, up to a maximum of 10. You do not become unconscious and regain a number of hit points equal to a number of rolls of your martial arts die (1 ki point = 1 die roll). Additionally, if the creature that dealt the damage that would have rendered you unconscious is within 30 feet, they take half of the hit points you healed as radiant or fire damage (your choice).

Previous Versions

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5/9/2023 8:00:46 PM
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