Base Class: Monk
The sun is the ultimate source of life and energy in the world. As a follower of the Radiant Sol, your spiritual awareness of nature allows you to connect your inner energy to that of the sun and harness it as your own. The sun is a ubiquitous and powerful force. It can be used to strengthen yourself and allies with solar light, or it can sear, burn, and disorient your enemies. A monk following the way of the Radiant Sol must be able to balance their inner self. The strength of the sun is immense, and it will not hesitate to burn anyone who fails to harness it.
This is a reword/remake of the existing monk subclass "way of the sun soul". The subclass is terrible, especially if you don't use the 2024 monk as a base. 5e Sun Soul Monk has to be one of the worst builds in the game. I think the main problem with this subclass is that it tries to turn Monk into a pseudo-spellacaster, which I think is a cool idea, but everything is weak. The spells have very little utility outside of damage, and they don't do very high damage for the level they are acquired at (Level 1 burning hands at level 6?). With that in mind, the main thing I wanted to do was include abilities that can do good damage but also abilities that mimic other utility spells as well as give some utility outside of combat which is something monks don't have for some reason. It might be a little overpowered, but I think the numbers can be changed. There have to be a lot of abilities because most of them are essentially spells. I think the large amount of power and utility the subclass has it balanced by the limited ki/focus points. I don't know balance very well, though. Hope you enjoy! Leave any feedback you have!
Level 3: Light Adept
When you choose this subclass at 3rd level, your gain the ability to harness light, both in the world around you and the light from within. You learn the light and dancing lights cantrips. You can also imbue your monk attacks with light, changing the damage type to radiant damage
Level 3: Radiant Sun Bolt
Also at 3rd level, you can channel solar energy into a weaponized beam. This counts as a monk ranged weapon attack in all instances except for stunning strike which it cannot be used with. The bolt deals one roll of martial arts die + your dexterity OR wisdom modifier. The range is equal to your character’s speed. Unarmored movement increases the range, but no temporary changes to your speed affect the range. You can also spend 1 ki point to imbue an extra effect. You can choose between the options below. The maximum amount of different effects you can use is equal to your proficiency bonus. During a long rest, you can swap one effect for another you aren't using. Once per turn, you can also use 1 ki point to imbue one radiant bolt with a special effect:
- Exploding Bolt: The radiant sun bolt will explode on contact. This deals fire damage equal to your wisdom modifier to any creature within 5ft of the target hit by the bolt. The creature hit by the original bolt also takes the extra damage
- Illuminating Bolt: If the target is hit, they must also make a dexterity saving throw. On a pass, nothing extra happens. On a fail, the target is covered in sunlight. Until the end of your next turn, they cannot benefit from being invisible and attacks made against them have advantage. The creature automatically passes the check if it is already illuminated (either by this or by Faerie Fire)
- Blinding Bolt: If the target is hit, they must also make a constitution saving throw. On a pass, nothing extra happens. On a fail, the target is blinded until the end of your next turn. The target automatically passes the check if it is already blinded.
- Forceful Bolt: If the bolt lands, creature is pushed back 10ft. Does not work on creatures that are Huge or larger.
- Draining Bolt: If the bolt lands, creature gains a level of exhaustion
- Bouncing Bolt: If the bolt lands and another creature is within 5ft, the bolt will bounce toward that creature. The attack roll lessens by three each bounce and it goes until it misses or there is not a creature in range.
Level 6: Shining Sun Beam
Once you reach 6th level, your mastery of light is strong enough to channel a much stronger ranged attack: Shining Sun Beam. As an action, use two ki points to blast a powerful beam of light. The beam is ten feet wide and travels thirty feet in the direction you shoot it. Each creature in that range must make a dexterity saving throw. They take 3 martial arts die radiant damage on a failed save and half as much on a successful one. If you spend more ki points, you can turn this attack into Searing Sun Beam, dealing 1 martial arts die fire damage for each extra ki point you spend. The maximum extra ki you can put into this attack is equal to your proficiency bonus.
Level 6: Touch of the Sun
Your improved light ability at 6th level also allows you to share your solar energy with others. As an action, imbue a willing creature with solar energy. For 1 ki point, the creature will be calmed for 10 minutes and will not feel the effects of exhaustion for that duration. Use 2 ki, and for one minute, the creature can add one roll of your martial art die to any Strength or Dexterity check or saving throw and the first non-magical attack that the creature hits on their turn deals extra radiant damage equal to your wisdom modifier
Level 11: Solar Dance
At 11th Level, you truly feel the power of the sun coursing through your body. As an action, you can spend 4 ki points to activate Solar Dance. For 30 seconds, you move in a rhythmic and mesmerizing way and emanate pure, warm light. You emit a bright light in a 30-foot radius. Creatures of your choice in that radius become empowered with light. Their movement speed increases to match yours (if theirs is higher, it doesn't change), their Armor Class increases by 1, and they can choose to make any attack that deals bludgeoning, slashing, or piercing damage deal radiant damage instead. The creature loses these effects if it ends its turn outside of the radius and gains them if it ends its turn in the radius and is chosen by you. Additionally, if a hostile creature enters the light's radius, one ally creature in the radius and benefiting from the effects can use its reaction to attempt an opportunity attack on the hostile creature. You cannot make the opportunity attack yourself.
Level 11: Light Mastery
At 11th Level, your connection to solar energy has grown exponentially, improving your ability to channel light in combat. You can now add one of the effects to radiant sun bolt every time you use it, and the first effect you add per turn costs one less ki. In addition, your Shining Sun Beam no longer prevents you from using more attacks in the same turn.
Level 17: Ascendant Soul
At 17th level, you have reached the height of your solar ability. For 5 ki, you can harness the full power of your inner sun for one minute. You gain a fly speed equal to your walking speed. You emit light in a 30ft radius around you. All Radiant Sol abilities cost one less ki to use and their damage is increased by 1 martial art die radiant damage. You become immune to radiant damage and resistant to fire and cold damage. Whenever a creature lands a melee attack on you, they take radiant damage equal to your wisdom modifier.
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Posted Aug 19, 2025Your take on the subclass has some good features that should have been on the subclass. Increasing the range of Radiant Sun Bolt and adding Shining Sun Beam are good features and helps solidify itself as a Blaster Monk. The abilities are an improvement to the subclass but the main issue is you perhaps overcorrected. I think Radiant Sun Bolt should have one or two extra effects (Exploding and Illuminating are good effects to give at Level 3). All the special effects make it feel more like a Battle Master. Touch of the Sun and Solar Dance seem excessive and diverge the Sun Soul subclass from being a Striker/Blaster class to a support.
Overall, I like it but believe it should be streamlined to focus on dealing damage at a good range.