Base Class: Monk
The Sun brings forth the energy of life and warmth to the world it shines upon. Rays of warm gold infuse energy into the very world. Without the sun life would no longer be. Warriors who learn to tap into the power of their own life force are rare, and most never learn more than a few awesome powers through the use of this energy. Warriors who train in this style learn to channel the raw power of the sun into their own form. Life blossoms around them, yet the ability of the sun to destroy is just as awesome. Those who study the Way of the Sun Shroud learn to channel the very might of the sun to their whim.
Solar Bolt
Starting when you choose this tradition at 3rd level, you learn to throw bolts of solar radiance to sear your foes, as well as how to channel light itself.
You obtain a new attack option. This attack counts as a ranged weapon attack with a short range of 60ft and a long range of 90ft. You are proficient with it and use your Dexterity modifier for its attack and damage rolls. The damage of this attack is radiant or fire (Chosen when you make the attack), and deals damage equal to One roll of your martial arts die. This attack counts as a monk weapon for the purposes of activating monk special features, but cannot activate stunning strike. When you gain the Extra Attack feature, you may use this attack for any attacks uses as part of your Attack action.
Additionally you learn the dancing lights and light cantrips, and use your wisdom modifier as your spell casting ability.
Partial Solar Shroud
At 6th level, you gain the ability to channel your ki into a partial shroud to enhance your attacks. Whenever you make an unarmed strike or an attack with a monk weapon you may convert all of that damage into radiant or fire damage (No action required). Additionally as a bonus action you may spend 1 ki point to partially enshroud your body to boost your defenses. While active you gain the following effects for 10 minutes. This effect ends early if you dismiss it (No action required), or are knocked unconscious.
Light of the Sun. You shed light in a 20ft radius, and a further 20ft radius of dim light. This light counts as sunlight, and counts as a spell of 3rd level when interacting with spells which extinguish light. Additionally you can see through magical darkness.
Shrouded Defense. Your AC increases by 1.
Solar Protection. When you take acid, cold, fire, lighting, radiant, or thunder damage you may use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your wisdom modifier + your monk level.
Solarburst Techniques
At 11th level you learn to empower your Solar Bolts with extra energy from the sun, morphing and changing the form and strength of your attacks. As part of the attack made using a Solar Bolt you may empower it in the following ways.
Solar Amplification. The damage dealt by the attack increases by one roll of your martial arts die. You may amplify this damage with ki, increasing the damage by one additional damage die per ki point spent, up to a maximum of five ki spent. This would total in at six Martial Arts die of damage! You may only activate solar amplification once per turn.
Solar Flare. You may channel the attack into a 60ft cone or a 90ft line, with creatures caught in the blast making a dexterity save against your ki save DC, taking half damage on a success. This amplification may only be activated once per turn.
Blinding Flash. You may spend one ki point to force creatures hit by this attack to make a constitution save against your ki save DC or be blinded until the start of your next turn. To activate this ability you must deal radiant damage with your Solar Bolt.
Sunburn. You may spend one ki point to set creatures hit by this attack aflame. Creatures on fire take one roll of your martial arts die as damage at the start of their next turn.
Full Solar Shroud
At 17th level, your mastery of the light of the sun lets you wreathed your entire body in a luminous aura. As a bonus action you may spend 5 ki points to gain the following benefits for 10 minutes. As part of the same bonus action you may activate the effects of Partial Solar Shroud, without expending any additional ki. This effect ends early if you dismiss it (No action required) or if you are knocked unconscious.
Light of the Sun. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light counts as sunlight, and as a spell of level 8th level for the purposes of interacting with magical darkness
Radiant Regeneration. If you are below half of your hit point total you regain hit points equal to 1 + your wisdom modifier at the start of your turn.
Blinded by the Light. Creatures that target you have disadvantage on attack rolls, unless they are immune to the blinded condition. Creatures with Blind sight or Tremor sense are unaffected, so long as they close their eyes.
Aura of Solar Fire. Creatures of your choice that start their turn or enter within the radius of your Light of the Sun's bright light take Radiant or Fire damage (Chosen when you activate the Solar Shroud) equal to your wisdom modifier.
Previous Versions
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