Base Class: Monk
Legends tell of wandering sages that channel bursts of light from within their bodies. Monks of the Way of the Solar Spirit learn to channel their own life energy into searing bolts of light. These students of Radiance have such fine control over their spirit that they can assault others with luminous blasts of Ki. These wondrous warriors travel the land promoting harmony and justice among all peoples.
Flashing Sun Beam
3rd-level Way of the Solar Spirit
You gain a new way to use your Unarmed Strikes. Whenever you make an Unarmed Strike, you can replace it with a special ranged attack. You are proficient with this attack and it has a range 30/90 feet.
On a hit, it deals radiant damage equal to your Martial Arts die. You may use your Wisdom or Dexterity as your ability modifier for attack and damage rolls made with this feature. If your attack roll with this feature misses a target, you can deal radiant damage to that target equal to the ability modifier you used to make the attack roll.
In addition, you know the Light cantrip and Wisdom is your spellcasting ability for it.
Ray of Smoltering Sun
6th-level Way of the Solar Spirit
You gain the ability to channel your ki into searing waves of energy. Once per turn, when you hit with an attack roll using your Flashing Sun Beam, you can choose to target a different creature within 10 feet of the first creature to take damage equal to a roll of your Martial Arts die.
You can spend 1 ki point to increase the power of the arc. You can choose an additional different creature to target and both creatures can now be targeted being within 20 feet of the first creature that you hit. And instead of rolling, they both take the maximum radiant damage of your Martial Arts die.
Bursting Radiance
11th-level Way of the Solar Spirit
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 150 feet, where it erupts into a sphere of burning radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must make a Dexterity saving throw. On a failure, the creature takes a number of d8's of radiant damage equal to your Wisdom modifier and is blinded until the end of its next turn. On a success, the creature takes half the damage and is not blinded.
You can increase the sphere's damage by spending ki points. Each point you spend increases the damage by 2d8 and increases the Save DC by 1, to a maximum of 3.
Become Sunlight
17th-level Way of the Solar Spirit
You become wreathed in a luminous, magical aura. You shed magical bright light in a 30-foot radius and dim light for an additional 30 feet. This bright ends any magical effects creating darkness. You can extinguish or restore the light as a bonus action.
While you shed this bright light, you are immune to fire and radiant damage and attack rolls have disadvantage against you. If a creature damages you while within the range of the bright light, the creature takes radiant damage equals 5 + your Wisdom modifier.
Previous Versions
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