Monk
Base Class: Monk

Monks who follow the Way of the Sun Soul are reborn in the Sun's light. Individuals learn to alter their Ki into searing bolts of light. They teach that meditation and self reflection can unlock the ability to unleash their inner soul and shed bright light to devastating effects. 

As a follower of this unique Monastic Tradition, you decide how you unlocked your inner light, and the power of the Sun. 

Soul of the Sun

At 3rd level, you become wreathed in a luminous, magical aura. You shed bright sunlight up to a 30-foot radius and dim light up to an additional 30ft. You gain the following benefits:

  • You can control how bright this light is, the color to a degree, and how far it spreads or fully extinguish or restore this light as a bonus action, the radius of the dim light is always the same as the bright.
  • If you fail a Wisdom (Insight) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as your luminous aura overwhelms others in glorious light. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Radiant Sun Bolt

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

When you damage a target with your unarmed strike, you can change the damage type to radiant damage

You also gain a new attack action that you can use with your Attack action. This special attack is a ranged spell attack with a range of 30 feet and counts as an unarmed strike for purposes of allowing you to use Flurry of Blows to attack with Radiant Sun Bolt twice as a bonus action for an 1 ki. The damage is radiant and the damage dice is the same as you martial art die, as shown in the Martial Arts column of the Monk table. This special attack does not allow stunning strike to proc.

Starting at the 6th level you can attempt to cause your Radiant Sun Bolt special attack to explode on impact, blinding enemies. When you hit a creature with a Radiant Sun Bolt Attack, you can spend 1 ki point to attempt to blind it. The target must succeed on a constitution saving throw or be blinded until the end of your next turn.

 

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. When you take the Attack action on your turn, you can replace one of the attacks with an wave of searing energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage equal to 2 of your Martial Arts die on a failure or half as much damage on a success.

At the 11th level the damage of your Searing Arc Strike increases to 3 rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

While no uses available, you can spend 2 ki points to use this feature again

 

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. When you take the Attack action on your turn, you can replace one of the attacks with an wave of searing energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage equal to 2 of your Martial Arts die on a failure or half as much damage on a success.

Searing Sunburst

At 11th level, you gain the ability to create an orb of pure sun 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 on a failure, half on success. 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 additional 6d6 once per long rest, unless your spend an additional 3 ki points use it again.

Radiant Sun Shield

At 17th level, you can temporarily empower your Radiant Soul, to reach your full potential. For 1 minute, no action required, while the light of your Radiant Soul feature is activated, you gain the following benifets:

  • You are able to Fly, as long as thier is light in the area (This includes your Radiant Soul Light) 
  • If a creature enters your magical aura for the first time on their turn, you deal radiant damage to the creature.  The radiant damage equal to 5 + Wisdom Modifier.
  • When you are reduced to 0, or your are required to make a death saving throw, if you wish, you may choose to regain consciousness and stand up if prone. You regain half of your maxiumum hit points and gain the effects of haste spell, without the resulting lethargy. 

Once you activate this this ability you cannot use it again until you finish a long rest, unless you spend 6 ki points to activate again. If activated again once the minute is up you gain a point of exhaustion and cannot use feautre again until you finshed a long rest.

 

 

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