Monk
Base Class: Monk

The Way of the Jade Sun Tyrant teaches that strength teaches self-mastery and self-mastery teaches strength. More importantly, it holds that strength which is not used is no strength at all, and its adherents seek to perfect their form into the ultimate killing art. The Jade Sun is an ideal of glory on one's own terms that forces all lesser lights to quail before it. Adherents of this style learn to channel the sunlight of their own souls into their ki to produce a myriad of destructive effects in addition to their considerable martial prowess.

Jade Sun Flare

Starting when you choose this tradition at 3rd level, you can hurl bolts of searing green ki.

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 that deals radiant damage equal to your Martial Arts die. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. This special attack counts as a monk weapon or unarmed strike for the purpose of your Martial Arts class feature.

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.

Emerald Immolation

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to unleash a blast of jade ki as a bonus action. This blast takes the form of a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw against your ki save DC, taking radiant damage equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.

You can spend additional ki points to increase the damage of this ability. Each additional ki point you spend adds one damage die. The maximum number of ki points (2 plus any additional points) that you can spend on the ability equals half your monk level.

Viridian Nova

At 11th 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 flares into a jade sun for a brief but deadly instant.

Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw. A target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum equal to your Wisdom modifier, increases the damage by 2d6.

Jade Sun Tyrant

At 17th level, you become wreathed in a glaring jade 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 5 + your Wisdom modifier points of radiant damage to the creature.

As an action, you may spend 10 ki points to intensify the light for one minute. For the duration, the light this ability sheds is sunlight. Creatures within the bright light that hit you with a melee attack take 5 + your Wisdom modifier points of radiant damage. While the light is intensified, this reaction instead deals 5 + your Wisdom modifier points of radiant damage to a creature that hits you with a ranged attack, or forces a creature a creature who hits you with a melee attack to roll a Constitution saving throw against your Ki save DC. On a failure, it is blinded until the end of your next turn. Additionally, as an action you can unleash a beam of radiant ki in a 60-foot line that is 5 feet across. All creatures in the area must succeed on a Dexterity saving throw or take 6d8 radiant damage and be blinded until the end of your next turn. On a successful save, it takes half as much damage and is not blinded by the beam. At the end of the duration, or if you extinguish the light during it, you lose all benefits of this class feature until you finish a long rest.

For purpose of dispel magic, the intensified light counts as a 9th-level spell.

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