Base Class: Monk
This is Sun Soul Monk subclass but reworked.
Helios Form
Starting at 3rd Level, your Ki Energy becomes fiery and radiant replicating that of the sun itself. BEHOLD, YOUR RADIANCE! This grants you a few features:
- You may cast the Light and Produce Flame cantrips, using WIS as your spellcasting mod.
- When you inflict Fire or Radiant damage, you may choose for it to be the other damage type before the damage is inflicted.
- When you use your 'Deflect Attacks' feature, you may add your Proficiency Bonus to the damage reduction. In addition if choosing to redirect a ranged attack, the max range is 120 feet. If you choose to spend 1 more Ki to redirect the attack in the case the damage done to you is 0, the target creature you redirect the attack to will be Blinded for 1 round if they fail the saving throw and will in addition have the damage dealt to them either be Radiant or Fire (you choose which.)
Radiant Solar Bolt
Starting at 3rd Level, you are able to convert the supernatural energy held within your strikes into a blinding light, launching it at high speeds towards your foes. When you are to make an unarmed attack, you may convert the melee attack into a ranged spell attack that shoots up to 30 feet. It keeps all the same stats and will in addition do Radiant damage. Similar to any other ranged attack, you have disadvantage on the attack roll if a hostile is within 5 feet of you.
For each attack roll you make being converted into a bolt between the start and end of your turn, following bolts gains additional effects. The 3rd Bolt, for example, would also have the extra effect as the 2nd Bolt. The 5th Bolt fired for example, would have the additional effects of all the bolts.
- 2nd Bolt: Ignores Resistance. Hit target is illuminated for 1 Round, emitting 10 feet of bright light and 10 feet of dim light.
- 3rd Bolt: Forces CON save against 10 + WIS Mod. On failure, blinded for 1 Round.
- 4th Bolt: Adds an extra martial die of damage.
Blinding Emission
At 6th Level, your Helios Form begins to ascend further becoming even closer with the sun itself. You may further your connection to the point of extremity, where you harness the Solar Soul within yourself.
- Blinding Emission. With a bonus action, you may spend 2 Ki Points to activate Blinding Emission for 1 minute. You body becomes surrounded in bright light with your body itself turning to a pitch black with only your eyes glowing the same color as the light surrounding you. You can activate it for free if you use Uncanny Metabolism, activating on the start of initiative. Gain the following effects:
- You will act as if you are under the 'Levitation' spell effect.
- You emit bright light within a 60 foot sphere and dim light extending 60 feet outwards from that.
- Any ally within the light is immune to any Radiant and Fire damage you would do to them, if both sides are willing.
- If a creature misses an attack against you, you may force them to make a CON save against 10 + WIS Mod DC. If they fail, they are blinded for the rest of their turn.
Searing Arc Style
The Searing Arc Style, learned at 6th Level, is a sign of a Solar Soul finding their footing in the way of this path comfortably. By this time, you are getting comfortable with using the radiance of the sun along with feeling it guide you to your goals. When you use one of the below Monk techniques, you may spend 1 more Ki Point to change the technique as stated below. Spell casting mod is WIS and spell save DC is 10 + WIS. Any spell casted this way can have more Ki points invested in it, each additional Ki point increasing the spell's level by 1.
- Patient Defense -> Shutter Defense. Upon usage of both Dodge and Disengage action, you gain advantage on the next saving throw you make from now to start of your next turn. After a creature forces a save or attack against you until your next turn, they must make a CON saving throw or be blinded for a round.
- Flurry of Blows -> Finishing Eruption. You may change the last attack you make from flurry of blows into the casting of the spell Aganazzar's Scorcher, being at 2nd Level with a modified line range of 60 feet.
- Step of the Wind -> Shimmering Disappearance. Upon usage of both Dash and Disengage action, you may cast the Moonbeam spell with your Action this turn. Until the spell ends, a creature can't see you if they are inside the moonbeam or if they are attempting to look at you through the moonbeam.
- Stunning Strike -> Solar Smite. You may trigger this on doing Radiant/Fire damage rather than only on unarmed melee attacks/monk weapon melee attacks. A creature stunned will also be blinded for just as long.
The Torch Song
At Level 11, your Ki starts to generate a frequency similar to the sun itself, heat popping off of it and creating scorching streams along it. In a way, you are able to hear the will of your Ki and resonate with it to create a pleasant harmony that dances in a powerful stream of light and heat that bounces out from the palm of your hands. This harmony is referred to as The Torch Song. Save DC is 10 + PB + WIS Mod.
As an action, you may resonate with this harmony and choose up to 3 creatures you see within 200 feet. Each creature chosen will have a 10 foot sphere centered on them, and must roll a DEX saving throw. On failure, they take 3d10 Radiant Damage and 3d10 Fire Damage and become Blinded for 1 Round. If they succeed the save, they aren't blinded and take half damage. A creature enveloped in two or more spheres don't make multiple saves, only making one save.
Can only be used once per long rest. If you used 'Uncanny Metabolism', you may use Torch Song once within 1 minute without expending a use.
Behold, my Radiance
Finally at Level 17, you gain further bonuses towards your Blinding Emission form. As one may expect of a Solar Soul, they are fully able to release the beauty of their soul in the most violent, torturous, disturbing method possible. A true connection is made with not just the Ki, but rather the sun itself.
- Act as if all within the radius of the light sphere around you are under the effect of the 'Daylight' spell. Any creature that is invisible is revealed while in the light.
- Choose one upon entering Blinding Emission: Fire Damage Immunity OR Radiant Damage Immunity.
- You may spend 5 Ki Points to cast Sunbeam or 6 Ki Points to cast Fire Storm, casted at their respective level. Once casting one of these using Ki Points, you can't do so for the next 10 minutes.
- When you use Deflect Attacks, Deflect Energies, or Disciplined Survivor, the creature that triggered it must make a CON save against a spell save DC of 10 + WIS + PB Mod. On failure, they are blinded. Any time you blind a creature while in Blinding Emission, they take 2d12 Radiant Damage.
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