Base Class: Monk
This subclass combines elements from Way of Tranquility, Way of the Sun Soul, and Way of the Soul Knife. Credit to JaccobD (Reddit) for Ascension concept.
Path of Tranquility
When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.
Once you cast the spell in this way, you can’t do so again for 1 minute.
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 modifier to its attack and damage rolls. Its damage is radiant, and it does 1d4 + your dexterity modifier. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Aura Sight (Vibe Check)
At 6th level, you gain the ability to perceive the auras of other creatures.
As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you.
If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.
Douse the Flames of War
At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses.
As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.
This effect ends if the target is attacked, takes damage, is forced to make a saving throw, or if the target witnesses any of those things happening to its allies.
Radiant Soul
At 17th level, you become wreathed in a luminous, magical aura. 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.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Ascension
When you reach level 17, you can temporarily empower your Radiant Soul to reach an ascended state. For 1 minute, while the light from your Radiant Soul feature is active you gain the following benefits:
- Solar Flair. Your Radiant Sun Bolts deal additional damage equal to your wisdom modifier (minimum of 1).
- Undying Flame. If you are reduced to 0 hit points while this effect is active, you instead drop to 1 hit point and regain hit points equal to half your hit point maximum. You immediately lose the ascension effect.
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