Base Class: Monk
Rework of the Sun Monk
Searing 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 instead of making an Unarmed Strike attack. This special attack is a ranged spell attack with a range of 120 feet. 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 2d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. This can be used whenever you are allowed to take an Unarmed Strike but does not count as an Unarmed Strike. Finally as a bonus action you can choose to use a singular Ki Point to make a Searing Sun Bolt as a bonus action.
Burning Sun Storm
At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
At 11th Level the base level of burning hands goes up to 2nd and at 17th level the base level of burning hands goes up to 3rd.
Eruption of the Sun Spirit
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 120 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 or take 6d6 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 3, increases the damage by 2d6.
Light of the Soul
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can extinguish or restore the light as a bonus action.
Creatures that are your enemy must make a Constitution Saving Throw when they start their turn within the bright light or when they enter the bright light. On a failure the creature is blinded and takes 2d6 Radiant Damage however if they succeed they are not blinded and take half the radiant damage.
Previous Versions
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Coming Soon
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