Base Class: Monk
The Monk of the Sun and Sea worships the Japanese Goddess of Creation and Sun, Amaterasu, and the God of Storms and Seas, Susanoo. Through prayer, they have a special attunement to Fire, Water, and Wind/Thunder and are able to channel them in their movements. Through the balance between the two deities, they are able to channel their energy to emulate the powers of their Gods to strike down their foes or aid their comrades.
The Sun protects; the Storm disrupts; together, they restore balance.
Amaterasu — The Sun
Restoration · Radiance · Protection
Healing, warmth, radiant or fire-infused strikes, and the preservation of life. Amaterasu represents the power that the Monk can borrow to protect others.
Susanoo — The Sea and Storm
Thunder · Displacement · Force
Thunderous strikes, violent gusts, lightning, and battlefield control. Susanoo represents the power to disrupt what stands in the way.
Warmth of the Sun - Level 3
Activation Time: Magic Action
Range: Touch
Target: One willing creature
Cost: 1 Focus Point
Duration: Instantaneous
Saving Throw: None
You channel the golden warmth of Amaterasu through your hands. As a Magic action, you can expend 1 Focus Point and touch a willing creature. The creature regains Hit Points equal to one roll of your Martial Arts die + your Wisdom modifier.
Orochi Breaker - Level 3
Activation Time: Bonus Action
Range: 10 feet
Target: One creature
Cost: 1 additional Focus Point
Prerequisite: Flurry of Blows
Saving Throw: Strength
Save DC: Monk Focus Save DC
Damage: 1 Martial Arts die Thunder
After you use Flurry of Blows and hit a creature with one of the Unarmed Strikes granted by that feature, you can expend 1 additional Focus Point to call upon the storm power of Susanoo.
A thunderclap erupts around your target. The creature takes Thunder damage equal to one roll of your Martial Arts die and must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
The thunderous strike echoes like the roar of an eight-headed serpent.
Dance of Sun and Sea - Level 3
Activation Time: Bonus Action
Range: Self / 10 feet
Cost: 2 additional Focus Points
Prerequisite: Flurry of Blows
Duration: Instantaneous
Saving Throw: None
When you use Flurry of Blows, you can expend 2 additional Focus Points to invoke both Amaterasu and Susanoo.
The first Unarmed Strike you make as part of that Flurry becomes infused with the golden light of Amaterasu and deals Fire damage instead of its normal damage type.
The second Unarmed Strike becomes infused with the storm of Susanoo and deals Thunder damage instead of its normal damage type.
If both attacks hit, choose yourself or one ally within 10 feet of you. That creature regains Hit Points equal to one roll of your Martial Arts die + your Wisdom modifier.
Tempest of the Eight-Headed Serpent - Level 6
Activation Time: Magic Action
Range: 120 feet
Area: 20-foot-radius Sphere
Cost: 2 Focus Points
Saving Throw: Dexterity
Damage: 3 Martial Arts dice
Damage Type: Thunder
You call upon Susanoo's power and unleash a violent storm at a point you can see within 120 feet of yourself.
Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw against your Focus save DC.
On a failed save, a creature takes Thunder damage equal to three rolls of your Martial Arts die.
On a successful save, it takes half as much damage.
The storm resembles the legendary Yamata no Orochi: eight violent currents of wind and thunder spiral through the area before crashing together at its center.
Stride of the Sun and Sea - Level 11
Name: Stride of Sun and Sea
Activation Time: None
Range: Self
Duration: Until the end of your turn / while moving, depending on implementation
Cost: None
Your mastery of Amaterasu and Susanoo allows you to move as naturally through air and water as you do across land.
You gain a Swim Speed equal to your Speed.
In addition, whenever you use Step of the Wind, you gain a Fly Speed equal to your Speed until the end of the turn.
If you end your turn while flying and nothing else is keeping you aloft, you fall.
Balance of the Twin Kami - Level 17
Activation Time: None
Range: Self
Duration: Permanent
You have learned to embody the balance between Amaterasu and Susanoo. Neither the light of the Sun nor the fury of the Storm controls you; you command both.
Twin Resistance. At the start of each of your turns, choose Fire, Lightning, or Thunder damage. You have Resistance to that damage type until the start of your next turn.
Divine Strike. Once on each of your turns when you hit a creature with an Unarmed Strike, you can cause the attack to deal extra damage equal to one roll of your Martial Arts die. Choose Fire or Thunder for this extra damage.
Dance Beyond the Horizon. When you use Step of the Wind, your Speed increases by 20 feet for that turn. During that movement, whenever you move within 5 feet of a creature for the first time on that turn, you can cause it to take damage equal to one roll of your Martial Arts die. Choose Fire or Thunder for the damage.
Heavenly Mirror - Level 6
Activation Time: Reaction
Range: 30 feet
Target: One creature you can see
Cost: 1 Focus Point
Trigger: A creature within range takes damage
Duration: Instantaneous
Saving Throw: None
When a creature you can see within 30 feet of you takes damage, you can use your Reaction and expend 1 Focus Point to invoke the protective light of Amaterasu.
Reduce the damage taken by the creature by an amount equal to one roll of your Martial Arts die + your Wisdom modifier.
If this reduces the damage to 0, the attacker is briefly blinded by a flash of golden light and has Disadvantage on the next attack roll it makes before the end of its next turn.
Upgraded Attack - Level 17
Your Martial Arts die is now 1d12.
Radiant Light - Level 11
Activation Time: Reaction
Range: 30 feet
Target: One creature you can see
Cost: 1 Focus Point
Trigger: Target is reduced to 0 Hit Points
Duration: Instantaneous
Saving Throw: None
Uses: Once per Long Rest
When a creature you can see within 30 feet of you is reduced to 0 Hit Points but not killed outright, you can use your Reaction and expend 1 Focus Point to surround the creature in the golden light of Amaterasu.
The creature instead drops to 1 Hit Point.
The creature can immediately move up to 10 feet without provoking Opportunity Attacks.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Comments