Base Class: Monk
Restriction: Must be a member of the Solari Race
As a Solari, you absorb ambient celestial energies to awaken your full potential.
Solar Empowerment
You gain nourishment and empowerment from celestial energies.
Starting at Level 3, you gain the following abilties:
1. Your Unarmored Defense is 10 +Str Mod + Con Mod.
2. Your Unarmed Attacks do double damage to inanimate objects and structures.
2. You gain Resistance to Bludgeon, Piercing and Slashing Damage. When your Ki Pool is empty, you lose the Resistances.
3. You may spend Ki to increase your carrying capacity for 10 minutes. Each Ki spent, up to half your Monk level doubles the weight.
At level 3, if Ki is spent, when the Shove action is used, the opponent is moved 5 x Strength Mod in feet. You also gain Damage Bonus to Melee Attacks equal to Str Mod. You're jumping distances double as does the range on all thrown weapons.
At level 11, if Ki is spent, when the Shove action is used, the opponent is moved 10 x Strength Mod in feet. You also gain Damage Bonus to Melee Attacks equal to Str Modx2. You're jumping distances double as does the range on all thrown weapons. You also also two sizes larger for purposes of carrying, push, pull, shove or dragging capacity.
At level 17, if Ki is spent, when the Shove action is used, the opponent is moved 20 x Strength Mod in feet. You also gain Damage Bonus to Melee Attacks equal to Str Modx3. You're jumping distances double as does the range on all thrown weapons. You also also three sizes larger for purposes of carrying, push, pull, shove or dragging capacity.
Solar Reserves
At level 3, you receive additional Ki points equal to your Constitution Modifier.
Additionally, your Ki DC is now calculated as 8 + Proficiency Bonus + Con modifier. This applies to all Ki abilities, not just the subclass ones.
Divine Senses
Starting at Level 3, you can hear at up to 1 mile away with no difficulty, able to discern subtleties and detail in sounds as though hearing something at no more than 100 feet away from you.
You can also see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
You gain the Blindsight ability, to the range of your senses.
You gain Advantage on Perception checks, and gain a bonus on Initiative Checks equal to your Proficiency Bonus.
All of these benefits end if your Ki Pool is empty.
Radiant Burst
Starting at level 3, you may fire solar heat from your eyes. This allows you to make a ranged attack (using Str) doing 1 Monk Dice plus Constitution modifier damage. This damage is Radiant and does not suffer from Disadvantage when attacking at a short range. This attack can be swapped out as desired with any Unarmed Attack you may make. Hence if you Flurry of Blows, one or both can be attacks with the Radiant Burst.
You may spend Ki Points, up to 1/2 your Monk Level, to enhance the damage. Each Ki spend increases the Damage by 2 Monk Die plus Constitution Modifier per point spent.
You may not use this ability if your Ki Pool is empty.
Breath of the Void
Starting at level 3, you learn to exhale air so quickly it becomes freezing cold. Using your Action, you spend 1 Ki Point and each creature in a 15 ft. cone must make a Constitution Saving Throw against your Ki DC. A target that fails the saving throw takes 2 Monk Die plus your Constitution Modifier cold damage and either has its speed halved until the end of your next turn or is knocked prone. You must choose which effect to inflict, and all creatures suffer the same effect. A creature takes half damage on a successful save and does not have reduced speed or knocked prone.
You may spend additional Ki Points, up to 1/2 your Monk Level. When you do, you deal 2 additional Monk Die damage plus your Constitution modifier. In additional, if you spend 3 or more Ki, the cone range is doubled and a failed Saving Throw renders them Paralyzed to the end of your next turn and a successful Saving Throw halves their movement until the end of your next turn.
Flight
At level 6, you now have a Flight Speed equal to your walking speed. This ability can not be used when you have no Ki. Use Athletics for any Skill Rolls involving Flight. One can Hover if desired and is not knocked out the air if knocked prone.
Speed of Light
At level 6, spend 3 Ki to activate Haste (as per the spell).
At level 11, as long as you have Ki you will not be effected by lethargy when the effect ends due to Solar Sustenance.
Solar Regeneration
At level 6, you can use your Ki to stimulate natural healing. As a bonus action, you can spend Ki Points to regain hit points equal to two rolls of your Martial Arts die + your Constitution per 1 Ki Point spent. You can spend a total Ki equal to half your Monk Level.
Solar Sustenance
At level 11, you are immune to Exhaustion, Disease and Poison and the Poisoned Condition, and do not need to eat, drink, breathe and can survive in the vacuum of space. Once you are without Ki, your immunities are negated.
You also gain a bonus to all Saving Throws equal to 1/2 your Constitution Modifier (rounded down) and this can not stack with other class abilities that give bonuses to Saving Throws like the Paladin Aura, but spells like Bless work as normal.
Efficient Solar Sustenance
At level 11, you receive additional Ki points equal to your Constitution Modifier. This is in addition to the bonus Ki Points of Solar Empowerment.
When healed by way of a spell or other magical effect, you regain a number of Ki points equal to the amount healed / 5.
When attacked with a Radiant attack (your own Radiant Burst is not applicable) you regain Ki Points equal to the damage calculated / 5. (Remember, as a Solari, you are immune to Radiant Damage.)
Superior Strength
At level 17, your Strength and Constitution increase by 2, also increasing your maximums by 2, no higher than 30. This maximum increase stacks with other features but the limit of 30 applies.
You are also able to perform an Earth Smash Attack. As an action, you strike the ground with your fist or foot and spend 4 Ki. When you do, everyone in a 30 foot radius must make a Strength Throw. If they fail, they take 10d Monk Die of Force Damage and are knocked prone. If they succeed, they take half the damage and are not knocked prone. You may spend additional Ki, increasing the damage by 2 Monk Die per Ki Spent. If you spend 8 or more Ki, the radius is doubled.
Embodiment of the Star (Replaces Body and Mind)
At 20th level, you embody the strength of your Solar parentage. Your Strength and Constitution increase by 4, also increasing the maximum limit by 4, again limited in total to 30.
**Note: For purposes of DnD Beyond, this feature is tagged to 17th level, however it ACTUALLY does not apply until 20th. The bonuses need to be removed manually at 17th level and then re-instated at level 20.
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