Monk
Base Class: Monk

Monks of the Way of the Sun Soul 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 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.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to make the special attack twice as a bonus action.

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.

Searing Soul

At 3rd level, you gain the ability to channel your radiance into searing waves of energy.

Searing Arc Strike. As a Bonus Action, you can spend 2 Focus Points to expel this searing wave of energy in a 15-foot cone Each creature within the area must make a Dexterity saving throw against your Focus save DC. On a failed save, a creature takes three rolls of your Martial Arts die of radiant damage and is blinded until the start of your next turn. On a successful save, a creature takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw.

Searing Sunburst. Alternatively you can use an Action to expel a a 30-foot-long line that is 5 feet wide, or a 15-foot radius sphere within 150 feet of you(your choice). Each creature within the area must make a Constitution or Dexterity saving throw against your Focus save DC. On a failed save, a creature takes three rolls of your Martial Arts die radiant damage and is blinded until the start of your next turn. On a successful save, a creature takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw.

You can spend additional Focus Points to increase the number of damage dice of this ability. Each additional Focus Point you spend increases the number of damage dice by 1. The maximum number of Focus Points that you can spend on this ability equals half your monk level rounded down.

Unbound Radiance

At 6th Level, you gain the ability of mystical flight through the power of your inner light.

As a Magic action you can spend 1 Focus Point to give yourself a Flying speed equal to your walking speed, with the ability to hover, for 10 minutes.

Mirage Technique

At 11th level, your magical radiance enables you to avoid danger by leaving a false image of yourself behind.

When another creature hits you with an attack, you can spend 1 Focus point to use your reaction to turn the hit of the triggering attack into a miss. Then, you can teleport up to 60 feet to an unoccupied space that you can see.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. Once you use this feature you can't use it again until the start of your next turn.

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