Monk
Base Class: Monk

(Credit to Bone wizard or some of the ideas behind the redux of the subclass)

 

Monks of the Way of the Solar Soul learn to channel their own 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 or Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

By spending 1 Focus Point, all of your bolts for the round become explosive and deal radiant damage equal to your DEX or WIS modifier to all targets within 5 feet of your attacked target.

Whenever you could make an unarmed strike during your action (such as Extra Attack) or bonus action (such as Flurry of Blows) you can use replace each individual strike with a sun bolt.

Enlightening Might

At 3rd level, your insights to the power of light and it's history has expanded. 

You gain proficiency in Insight if you lacked it prior. You also gain proficiency in History and can add your Wisdom modifier to the score.

You also can harmlessly emit bursts of sunlight by converting passive ki into illumination. You gain the Light and Dancing Lights cantrip the illumination counts as true sunlight when you use it.

Searing Arc Blast

At 6th level, you gain the ability to channel your Focus into searing waves of energy. 

As an attack action, you can spend 1 focus point to fire such a wave of power. You can fire either a 60 -foot long, 5-foot wide line or 20 foot arc of radiant energy. All enemies in range make a dexterity saving throw (DC = DEX or WIS Modifier + 8 + Proficiency Bonus). On failure, targets take radiant damage equal to 2 rolls of your Martial Arts die + WIS or DEX modifier. Expending 1 extra focus point (up to proficiency bonus) adds another roll of martial arts die to damage. On success, targets take half damage.

You can fire this attack once for free per long rest.

Additionally, your martial arts mastery that allows you to deal force damage with your unarmed strikes can be applied to this attack as well as your radiant sun bolts.

Solar Aura

At 11th level, you become wreathed in a luminous, magical aura that changes your features to like that of a blazing sun.

By spending 1 focus point as a reaction or in tandem with a bonus action that costs 1 focus point or more, you take on this empowered form. 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, with the form otherwise lasting 10 minutes.

When you take on this form, you can add your WIS or DEX modifier to a single attack every turn if you were using the other modifier. Additionally, you gain a flight speed equal to your walking speed. If a creature hits you with a melee attack while this light shines, your aura protects you from some of the blow. You take reduced damage equal to your Wisdom modifier.

Activate Solar Aura

By spending 1 focus point as a reaction or in tandem with a bonus action that costs 1 focus point or more, you take on this empowered form. 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, with the form otherwise lasting 10 minutes.

When you take on this form, you can add your WIS or DEX modifier to a single attack every turn if you were using the other modifier. Additionally, you gain a flight speed equal to your walking speed. If a creature hits you with a melee attack while this light shines, your aura protects you from some of the blow. You take reduced damage equal to your Wisdom modifier.

Searing Sunburst

At 17th 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 radiant damage equal to 2 rolls of your Martial Arts Dice + your WIS or DEX modifier and are blinded.  A creature doesn’t need to make the save if the creature is behind total cover that is opaque. If they succeed, target takes half damage and is not blinded. Undead or fiends have disadvantage on the saving throw.

You can increase the sphere’s damage by spending focus points. Each point you spend, to a maximum equal to your proficiency bonus, adds another roll of your martial art's dice.

You can use this move once for free if you have activated Solar Aura, once per long rest.

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