Base Class: Monk
The Sun Soul monks follow a monastic tradition that they believe has its roots in the ancient empire of Netheril. In their philosophy, living things harbor a fragment of the sun’s mystic essence within them. Just as the body has a shadow, so too does the spirit have a light. That light is called the sun soul. Brothers and sisters of the Order of the Sun Soul train to tap into the “spiritual light within” and manifest it as supernatural feats of prowess and endurance. Members of this order follow the Way of the Sun Soul.
To get in touch with their internal light, Sun Soul monks follow a strict code of ascetic conduct called the Precepts of Incandescence. It emphasizes three pillars:
Seek physical perfection. To open the way for the sun soul to manifest, one should strive to make the body beautiful. Fitness, cleanliness, and well-honed physicality create a clearer window through which the light can shine.
Seek spiritual virtue. Recognize the light in others, not just the darkness. Grant and take each new chance to be virtuous.
Shine light into darkness. Share the soul’s light with the world. Light up dark places with your presence and banish shadow.
Due to the precepts’ similarity to the teachings of some faiths, the Order of the Sun Soul has long had associations with temples and the faithful of three particular deities: Sune, Selûne, and Lathander. The dictate to seek physical perfection and recognize hidden virtue has similarity to Sune’s teachings about physical and spiritual beauty. Followers of Selûne recognize their goddess’s exhortation to battle darkness and seek virtue. And of course, Lathander’s association with the sun links to the Sun Soul philosophy, but more critically for worshipers of Lathander, they see the idea of granting and taking new chances as similar to Lathander’s emphasis on new beginnings.
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. The special attack is a ranged weapon attack with a range of 60 feet with a long range of 180 feet. You are proficient with it, and you add your Strength or Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die uses your martial arts die. This die changes as you gain monk levels. Whenever you would could make an unarmed strike with your Martial Arts or Flurry of Blows feature, you can instead attack with this bolt.
When you gain the stunning strike feature, you can use it when you hit with either an unarmed strike or this bolt.
Searing Arc Strike
At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action.
You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).
You can deal either radiant or fire damage with this attack.
Searing Sunburst
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 on a Constitution saving throw or take 3d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can choose creatures to be unaffected.
You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 3d6. Additionally, when you spend ki points to empower this ability, creatures that fail the save are also blinded until the start of your next turn.
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.
While this light shines, you gain the following benefits:
- You have a flight speed (hover) equal to your walking speed
- Your weapon attacks and unarmed strikes deal an additional 1d4 radiant damage
- If a creature hits you with an attack, you can use a reaction to deal radiant damage to that creature, this radiant damage is equal to 5 + your Wisdom modifier
Comments