Base Class: Monk
The Order of the Enlightened Sun recognize the power the ancient and everlasting star has over life on Abeir-Toril, and study its many manifestations and effects it has on the people that reside there. Located on the Sunset Mountain southeast of The Reaching Woods, the sect follows a tradition of life and disposition, and is also known as the keepers of the lost fighting technique, "Spiraling Sun", or more commonly known as the Way of the Sun.
Radiant Aurora
Starting when you choose this tradition at 3rd level, your attacks cause dazzling flashes of light to erupt.
When you deal damage with your unarmed strikes, you may immediately cast the spell dancing lights anywhere you want within 10 feet of where the attack was made. They only last until the beginning of the next round, and you may only have 1 instance of dancing lights active at a time. You may choose to forgo activating additional dancing lights on subsequent attacks if you wish to.
You may additionally spend 1 ki point to force any hostile creature within 5 feet of the dancing lights to roll a Wisdom Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or they have disadvantage on their next attack roll or saving throw.
When you gain the Extra Attack feature, you may spend an additional ki point to deal radiant damage equal to your Martial Arts die to all creatures that failed their Wisdom Saving Throw.
Blazing Corona
At 6th level, you gain the ability to channel your ki to empower your dancing lights.
Soothing Sunlight: If an ally is adjacent to your dancing lights, they may use their bonus action to heal 1 hp for every monk level you have. You may use this ability a number of times equal to your Wisdom modifier per short rest.
Solar Flare: When a hostile creature passes by your dancing lights, you may use your reaction to cause it lash out with intense heat. When doing so, you may make an unarmed strike from your dancing lights and if you hit, you deal 2 Martial Arts die of Fire damage.
Blazing Strike: As an action, you may make a single unarmed strike against a creature, discharging intense heat and flames. In addition to the initial unarmed strike damage, the creature targeted and all creatures in a 10 foot cone behind it must roll Dexterity saving throws equal to 8 + your proficiency bonus + your wisdom bonus or they take an amount of Martial Arts die equal to your Constitution modifier as Fire damage, and half as much with a successful saving throw.
Ultraviolet Soul
At 11th level, you begin to possess special qualities of the Sun due to your devotion and study. You may spend 1 ki point while taking an attack action to turn all damage dealt by your Martial Arts die as fire damage. You may spend 3 additional ki points to deal it as radiant damage instead. Upon killing an enemy by dealing damage with your unarmed strikes, you regain 1 ki point.
You also gain resistance to Fire and Radiant damage.
Supernova
At 17th level, you've mastered the art of mimicking the sun's movements and traits. As a bonus action, you may spend 10 ki points and ignite yourself in an explosion of flames. In this state you give off 20 feet of Bright Light, 20 feet of Dim Light, you gain Immunity to Cold and Fire damage, and all unarmed melee attacks you make deal an additional Martial Arts die of Fire damage. If you are below 75 hit points when you active this ability, you also gain Resistance to Necrotic damage, and the damage dealt by your additional Martial Arts die is Radiant. This lasts for 1 minute and you may use it once per short rest.







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