Base Class: Monk
As a Warrior on the path of radiance, you have cultivated your soul deeply, causing it to shine like the sun. It will guide you wherever you go, and burn away all that seeks to tempt you. You are a bastion for hope, and you give warmth to those that grow coldest. You are merciful, bright, and radiant in every sense of the world. Where you go, people follow, for your very presence gives them a gentle warmth, a kind heat, and a burning passion.
Inner Radiance
The radiance of your soul shines through whenever your mind is focused. Whenever you spend a focus point, you may choose to gain the following benefits, corresponding to what the focused point was used for.
Flurry of Blows: When spend a bonus action and a focus point as part of you flurry of blows, you may choose to light your unarmed strikes on radiant fire. When you hit with an unarmed strike as a part of your Flurry of Blows bonus action, you may deal an additional 1d4 radiant damage on each of your unarmed strikes.
Patient Defense: When you spend a focus point to take both the dodge and disengage action as a bonus action, your radiance begins to dissuade enemies from striking you. The next attack roll you are the singular of before the start of your next turn after taking this bonus action subtracts 1d4 from its total.
Step of the Wind: When you spend a focus point to take both the dash and disengage actions as a bonus action, you may choose to light your footsteps on fire. After you take this bonus action, any time you use your movement speed to enter a space within 5 feet of a creature on your turn, you may choose to cause it to be burned by your radiance. The creature must make a Dexterity saving throw. On a failed save, the creature takes 1d4 Radiant damage.
Deflect Attacks: When you spend a focus point as a part of the Deflect Attacks reaction, you may choose to change the damage type of that Deflect Attacks to Radiant damage. If the creature that is the target of Deflect Attacks fails their dexterity saving throw and takes damage from that feature, you may choose to outline it in radiant light. Until the start of your next turn, attacks against that creature have advantage if the creature attacking it can see it, it can't benefit from the invisible condition, and it sheds dim light in a 10 foot radius.
Stunning Strike: When you spend a focus point to use your Stunning Strike feature, you may charge the creature that was the target of your stunning strike with your own radiance. Until the start of your next turn, the next time a creature enters within 10 feet of the target of this feature, you may choose to consume the charge on the target, causing the creature that moved within 5 feet of the target to make a Dexterity saving throw, taking radiant damage equal to one roll of your martial arts die on a failed save. Once the charge is consumed, the target is no longer charged.
Disciplined Survivor: When you spend a focus point to reroll a saving throw, before the outcome of the roll is determined, you may choose to give yourself temporary hit points equal to a roll of your martial arts die.
Superior Defense: For the duration that your superior defense feature is active, you may choose to be wreathed in radiant flames, which shield you from harm. For the duration that your Superior Defense feature is active, when you take radiant or necrotic damage, you may reduce the damage you take by 1d4. Additionally, you shed bright light in a radius of 10 feet, and dim light for an additional 10 feet, and whenever a creature hits you with a melee attack roll, that creature must take Radiant damage equal to one roll of your martial arts die plus your wisdom modifier.
Bright Flame
Starting at 3rd Level, you gain the Produce Flame Cantrip. Wisdom is your spellcasting modifier for it, and when you cast this spell, you may choose to deal Radiant damage instead of Fire damage. Additionally, when you make an attack with an unarmed strike, you may choose to replace any number of unarmed strikes with Bright Flame Bursts. These are ranged spell attack rolls, with a range of 15 times your Dexterity modifier. These sun bolts are unarmed strikes for the purposes of your monk features, they deal Radiant damage, and they use your Wisdom modifier for attack and damage rolls.
Nourishing Flame
Starting at 6th Level, when you make a damage roll that deals radiant damage, or a roll to determine the number of temporary hit points you would gain, if you roll a 1 on any of the dice, you may choose to reroll that die, taking the new result. In addition, all of your monk features that deal radiant damage ignore resistance to radiant damage.
Arcing Flame
You may spend 1 focus points to cast the Burning Hands spell as a bonus action. When you cast Burning Hands using this feature, the damage is radiant instead of fire, and you may add you Wisdom modifier to the damage roll.
You may spend additional focus points to cast Burning Hands as a higher level spell. Each additional focus point you spend increases the spell's level by 1. The maximum number of focus points (1 plus any additional points) that you can spend on the spell equals half your monk level.
Explosive Flame
At 11th level, your radiant flames can take on an explosive quality. As a Magic action, your can target one creature within 90 feet of you that you can see, and that isn't behind total cover from you. Each creature in a 20-foot-radius sphere centered on the target must succeed on a Constitution saving throw or take 2d6 radiant damage on a failed save, or half damage on a successful save. A creature doesn't need to make the save if the creature is behind total cover from the target that is opaque. You can increase the sphere's damage by spending focus points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
In addition, if any creature in the radius has taken radiant damage as a result of one of your monk features since the beginning of your previous turn, they combust. If any such creatures fails their Constitution saving throw and takes damage from the explosive flame blast, they take extra radiant damage equal to your Wisdom modifier, and you gain 1d4 Temporary hit points for every creature that takes this extra damage, to a maximum of 5d4 temporary hit points.
Pheonix Flame
Your radiant flame that burns within your purges your very soul of corruption. You are immune to the poisoned condition, resistant to poison and necrotic damage, and whenever you gain temporary hit points, you may add you wisdom modifier to the total amount of temporary hit points gained. In addition, whenever you deal radiant damage with a monk feature, you may treat immunity to radiant damage as resistance.
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