Monk
Base Class: Monk

Warriors of the Sun learn to channel their 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 d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. If a magic item or spell would grant you a bonus to the attack and/or damage rolls of your unarmed strikes, that bonus applies to the special attack as well.

When you use Flurry of Blows, you can replace any number of the unarmed strikes you would make with the special attack.

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.

The special attack's range doubles when you reach certain levels in this class: 6th (60 feet), 11th (120 feet), and 17th (240 feet).

Sun Shield

At 6th level, you can use a bonus action to shine brilliantly, causing yourself to shed 10 feet of bright light and 10 feet of dim light until you die or use a bonus action to dismiss the light. 

While the light shines, you can take the dodge action as a Bonus Action, and the first creature you hit on each of your turns with an unarmed strike or radiant sun bolt takes extra radiant damage equal to one roll of your Martial Arts die.

Improved Sun Bolt

At 11th level, when you hit a creature with your Radiant Sun Bolt, you can inflict one of the following effects on the target:

Bursting Radiance. One creature of your choice within 30 feet of the original target takes radiant damage equal to one roll of your Martial Arts die.

Blinding Radiance. The target has the Blinded condition until the end of its next turn.

Guiding Radiance. The next attack roll by a creature other than you against the target has advantage.

You can use this feature only once per turn.

Solar Flare

At 17th level, you can create a burst of energy that emulates the heat of the sun for a small but devastating moment. As a Magic action, you can spend 4 Focus Points to use Solar Flare, forcing all other creatures within 60 feet of you to make a Dexterity saving throw against your Ki save DC, taking 7d12 radiant damage and have the Blinded condition until the end of your next turn on a failed save, or half as much damage and not being Blinded on a successful one.

Comments

Posts Quoted:
Reply
Clear All Quotes