Monk
Base Class: Monk

A monk apprentice, who was trained at the House of Enlightenment, also known as the Canary Temple. These monks are entirely committed to non-lethality, and a Canary Monk, when forced to fight to defend themself, should always be fighting to incapacitate, not to kill. These monks are tied to the energy of the sun, and perform a ceremony on the summer solstice, in which they spend the entire day, dawn to dusk, in meditation under the sun. They can use their spiritual energy to throw radiant ranged attacks, as well as stimulate healing in others. They have incredibly powerful minds and spirits, able to use meditation to influence change in the physical world. 

Radiant Sun Bolt

Starting at level 3 you can hurl searing bolts of magical radiance. A new option when using the attack action: This special attack is a ranged spell attack with a range of 30 ft. You are proficient with it and add your Dexterity modifier to its attack and damage rolls. The damage is radiant, and the damage die is a d4, and changes as you gain monk levels, see the Martial Arts column of the Monk table. 

When you take the attack action and use this special attack as part of it, you can spend 1 ki point to make the special attack twice more as your bonus action (much like flurry of blows) 

When you gain the extra attack feature, this special attack can be used for any number of the attacks you make.  

Canary Guide

By meditating for 1 uninterrupted minute, you can use your spiritual energy to create small glowing canary that lasts for 1 hour. It sheds dim light for 10 ft. It functions lile a familiar; it cannot attack, and the monk can see through its eyes, but is blind to everything around them while they do so. Because it’s sustained purely from the monk’s spiritual energy, if it travels more than 200 ft away from the monk, it instantly ceases to exist.

At the discretion of the GM, it can perform some very small actions (examples: distracting a creature briefly, picking up a very small item like a coin).

For any checks, use the Canary Guide homebrew misc beast. Alternatively, use the stat block for a Raven but with no mimicry ability.

Healing Hands

Your mystical touch can heal wounds. Starting at 6th level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
This feature has no effect on undead and constructs.

A Moment of Peace

Using your spiritual energy through focused meditation you can enact minor changes on the physical world. 

By meditating for 10 uninterrupted minutes you may choose one of the following benefits for yourself:

1. Gain 1d4 temporary HP (scales with martial arts die)

2. Add HP equal to your level to your healing hands pool (can not exceed pool maximum) 

3. Gain 10 ft. of movement for 1 hour

4. Gain advantage on one type of ability check for 1 hour. (Ex choosing dexterity would give advantage on all DEX checks including acrobatics, stealth, etc.). Does affect saving throws, does not affect attack rolls. 

You must take a long rest before you can use this feature again. 

Searing Sunburst

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 erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. 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 of 3, increases the damage by 2d6.

Canary Ascendant

You gain luminous, ki energy wings. They shed bright light for 30ft and dim light for an additional 30 ft. You can make them appear or disappear as a bonus action.

When the wings are active you gain the ability to fly with a movement speed of 75 ft. (Does not stack on normal movement speed).

When the wings are active, as an action you can touch a creature and spend 3 ki points to flood them with spiritual energy. The target must make a Constitution saving throw. On a failed save the target takes 10d10 Radient damage and is blinded. The target may make another CON save at the end of each of its turns to recover from the blindness. On a successful save the target takes half damage and is not blinded. 

Note: this technique does NOT count as an attack you can NOT kill a target with this technique. If the Target would be reduced to 0 hp, it is instead reduced to 1 hp and falls prone. 

If you run out of Ki points, the wings immediately vanish and all benefits from them end. 

Path Of The Canary Image

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