Monk
Base Class: Monk

The light guides, the light defends, but so too does the light show no mercy. These are the doctrines of Monks who swear themselves to the Way of Solar Essence, known to the world as Sunsouls. To them, the sun above is the most holy and awesome of idols, and by focusing their inner Ki, they can hold the powers of the sun in the palms of their hands.

 

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 weapon attack with a range of 10 x your proficiency bonus + 10. You are proficient with it, and you add your Dexterity 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 there is a feature that allows you to make an unarmed strike, you may replace any of those unarmed strikes with a radiant sun bolt attack. The radiant sun bolt can be considered an unarmed attack for the purposes of pairing with other abilities, like flurry of blows and improved dedicated weapon.

If you spend 1 focus point or more on your turn, like using a flurry of blows, you can make your radiant sun bolts explosive. When you hit a creature with your radiant sun bolt, any other enemy creature within 5ft of the creature struck takes radiant damage equal to your wisdom modifier. Your radiant sun bolts remain explosive until the end of your turn. If you use an ability that can use focus points but you can use that ability for zero, you can still make your sun bolts explosive if you use the 0 focus point version.

Extra Cantrips

You learn the light, dancing lights and control flames cantrips. Wisdom is your spell casting ability modifier.

Light Of Tender Warmth And Searing Heat

Starting at 6th level, as a bonus action, you can conjure the light of the sun above you. While concentrating on this feature (as if concentrating on a spell) you shed bright light in a 15 ft. radius around, and dim light in a further 15 ft. radius. You can extinguish this light at any time (no action required).

When you first conjure the light, and as a subsequent bonus action while you are concentrating, you can expend 3 Focus points to heal or harm. Roll two of your martial arts dice and add your Wisdom modifier. Creatures in the area either:

  • Make a Constitution saving throw, taking the total amount rolled as radiant damage on a failure, or half as much on a success.
  • Heal a number of hit points equal to the total roll.

You choose which creatures are affected by each effect. You can increase the number of martial arts dice you roll by spending 1 additional Focus point for each die added.

Wrath Of The Mighty Sun

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 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 a Dexterity saving throw with a DC equal to 8 + your Wisdom modifier + your Proficiency Bonus or be Blinded until the start of your next turn and take 2d6 radiant damage. On a successful save a creature takes half as much damage and isn’t blinded. 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 and radius by spending focus points up to a maximum number equal to your proficiency bonus. Each point you spend increases the damage by 2d6 and radius by 5 feet.

Holy Solar Shield

Beginning at 17th level, your radiant light protects you from harm and bolsters you. You become wreathed in a luminous, magical aura, you shed bright light in a 5-foot radius and dim light for an additional 5 feet. You can extinguish or restore this light at any time (no action required). While bathed in this light you gain immunity to either radiant or fire damage (your choice), but can only change which one you are immune to again when you finish a long rest. Any hostile creature that starts its turn in the aura takes radiant equal to your Wisdom modifier

In addition, when a creature you can see takes damage, you can expend a focus point as a reaction. The damage is reduced by an amount equal to 1d10 + your Monk level, and the attacker who caused the damage takes radiant equal to the reduction to the damage.