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.
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 Wisdom 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.
Searing Sun Burst
At 6th level, you gain the ability to exhaust your ki points to enhance your abilities for a short time. As a bonus action, you can expend a number of ki points as shown on the Searing Sun Burst table to enter an empowered state for 1 minute, or until you are incapacitated or die. During this time, your move speed is doubled, and for all the attacks you make with your unarmed strikes, monk weapons, Radiant Sun Bolts, Scorching Sun Beams and Devastating Sun Blasts, you roll a modified number of damage dice as shown in the Searing Sun Burst table. When this effect ends, for any reason, you suffer levels of exhaustion as shown in the Searing Sun Burst Table.
| Ki Points | Damage Dice Modifier | Levels of Exhaustion |
|---|---|---|
| 4 | Two Times | Two |
| 9 | Three Times | Three |
| 16 | Four Times | Four |
Scorching Sun Beam
At 11th level, you gain the ability to create a concentrated beam of light that devastates all in its path. As an action, you magically create a beam of light that is 120 feet long and 5 feet wide in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, and half as much 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 beam’s damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
Devastating Sun Blast
At 17th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you spend 4 ki points to magically create an orb that grows in your hand. You can take this action again to hurl it at a point you choose within 150 feet, where it erupts into a 40-foot-radius sphere of radiant light for a brief but deadly instant. You may only take this action once per turn. While this orb is in your hand, it occupies your concentration as if it were a spell, and concentration checks must be made when taking damage to maintain control of the orb until you use your action to throw it. If your concentration on the orb is broken, it dissipates and is wasted.
Each creature in that 40-foot-radius sphere must succeed on a Constitution saving throw or take radiant damage equal to a number of d6s equal to half your monk level. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
A creature friendly to you that can see you can use their action while the orb is in your hand to lend their strength to enhance its power. For each creature that takes this action, add a number of d6s equal to half of their level (minimum of 1) to the damage of the explosion. A creature can only take this action once per orb.
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