Base Class: Monk
(An updated version of Xanithar's Way of The Sun Soul Monk To address Common issues with said subclass and it's lack of Synergy with other aspects of D&D/One note-ness; bringing it up to speed to match the more modern monk subclasses such as the new 2024 PHB subclasses or those such as the ascendant dragon monk; where the severe action limitation and lack of synergy with it's own features are far less present)
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
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 Dexterity or Wisdom modifiers in place of strength and dexterity, to its attack and damage rolls. Its damage can be either radiant or fire as you invoke the light of the sun and its purifying nature. 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. these bolts follow the same rules as your unarmed strikes, meaning:
- 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 take the Attack action, either with your weapon or your unarmed strike, you can replace the attack with these Sun Bolts. you may use this attack as any of the attacks using the Extra Attack feature or your martial bonus unarmed strike.
- Additionally, These Bolts count as a ranged spell attack and as Such; Are Effected by Magic items, Feats or Features that can Effect your spellcasting abilities. (such as the spell sniper feat or a wand of the war mage, for example).
Disciplines of the Sun
You learn to control your inner Ki to manifest your solar energies in non harmful ways, Learning the light and Dancing lights cantrips. Your Spellcasting modifier for these is Wisdom.
Solar Embrace
At 6th level, you gain the ability to channel your ki into purifying waves of energy that can either Scorch your foes with immense power. You gain access to the Searing Arc Strike. you may use this attack a number of times equal to your proficiency modifier without expending the initial required ki points at their set level, per long rest
Searing Arc Strike: When you take the Attack on your turn, You can replace one attack on your turn with the wrath of the sun from the palm of your hand in a 20ft cone in front of you as a bright blast of untamed sunlight, by spending two ki points. creatures in this space must make a dexterity saving throw against your Ki save dc or take 4 rolls of your martial arts die on a failed save, Half on a successful save. the damage may be fire or radiant as to your choice.
Aura Of Dawn
At 6th level, you gain the ability to channel your ki into purifying waves of energy that can either sooth your allies with the warmth of the morning and evening sun. You gain access to the Aura of Dawn. you may use this action a number of times equal to your proficiency modifier, per long rest without spending the required ki points
Aura of Dawn: As an action on your turn; You may spend two ki points to shed a soothing wave of dim light from your body up to 20ft in all directions. one creature of your choice in this aura is healed for 2 rolls of your martial arts die unless they are within magical darkness or behind half or larger cover that is opaque
Solar Manifestation
At 11th level, you gain the ability to manifest your Ki to create Either Devastating or Revitalising effects at the touch of your hands. You gain The Knowledge of the Searing Sunburst and the Purifying Sunrise disciplines.
Searing Sunburst: As part of one of your Sunbolt attacks, you may magically create an orb of pulsing sunlight and hurl it at a point you choose within 150 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 Constitution saving throw or take 2 rolls of your martial arts dice as radiant or fire damage; Half on a save. 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 3, increases the damage by two more dice.
Touch of Sunrise: As an action on your turn; You may spend 5 Ki Points to cast the Revivify without material components
Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. As a bonus action on your turn, You mayshed bright light in a 30-foot radius and dim light for an additional 30 feet, creating an aura of brilliant light around your body for one minute, after which you must reactivate it. You can extinguish or restore the light early as a bonus action. While this Aura is up, You have resistance to fire and Radiant Damage. You also gain access to the Pinnacle of Sun soul teachings; The Soul flare.
If a creature hits you with a melee attack while this light shines, you can cause that creature to take radiant or fire damage equal to 5 + your wisdom modifier as a reaction.
The Soul flare: As an action while this Aura is up; You may expend 8 Ki points to cast either the Sunbeam or the Sunburst Focused on yourself; Taking no damage from the sunburst spell. You may cast one of these, once; per long rest without using any ki points.
Previous Versions
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8/8/2024 9:04:22 AM
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