Monk
Base Class: Monk

Monk level

3rd: Radiant Sun Bolt

6th: Photon Blade

11th: Lightburst Dash

17th: Supernova

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 equal to your movement speed. You are proficient with it, and you add your Dexterity or 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, 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.

Photon Blade

Starting at level 6, you can spend 3 ki points as a bonus action to summon a blade of light in your hand. This blade counts as a monk weapon and can only be wielded by you. Its damage die starting at level 6 is a d8 and is increased to a d10 starting at level 17. 

When summoning this blade, you gain a number of d4s equal to your maximum amount of ki points that can be added to your damage rolls with this weapon. The blade disappears after all d4s are spend or after 1min of ingame time (=10 rounds).

Lightburst Dash

Starting at level 11, you can spend 2 ki points as a bonus action to teleport to an unoccupied space within a range equal to your speed. Every additional 2 ki points you spend, you can increase that range by adding your speed.

Supernova

Starting at level 17 you can spend an action to teleport to an unoccupied space you can see within a 100 ft radius, where you explode into brilliant sunlight in a 20 ft radius. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a succesful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw. 

A creature blinded by this aciton makes another Constitution saving throw at the end of each of its turns. On a successul save, it is no longer blinded. 

This action dispels any darkness in its area that was created by a spell.

You can use this action once per long rest.

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