Base Class: Monk
Way of the Radiant Soul Features
| Monk Level | Feature |
|---|---|
| 3rd | Radiant Sun Bolt |
| 6th | Radiant Wave Strike |
| 11th | Radiant Burst |
| 17th | Solar Aura |
Radiant Sun Bolt
3rd-level Way of the Radiant Soul feature
You gain a new monk weapon that can blast a target with radiant energy. Whenever you would make an unarmed strike or monk weapon attack, you can replace each attack with a Radiant Sun Bolt. The Radiant Sun Bolt attack is treated as a unarmed strike or monk weapon attack for the purposes of monk class features or magical items. This special monk weapon is a ranged spell attack with a range of 30 feet. You are proficient with it, and you can add your Dexterity or Wisdom modifier (your choice) to its attack and damage rolls. Its damage is fire or radiant (your choice), and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
At 5th level, when you hit another creature with a unarmed strike or Radiant Sun Bolt, you can spend 1 ki point to attempt a Blinding Strike. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Clarification
The special attack is seen as an unarmed strike for the purpose of martial arts features, granting a bonus action attack that the player may choose to do a unarmed strike or another radiant sun bolt attack. In addition, you can swap out the unarmed strikes with your flurry of blows with the Radiant sun bolt, as long as the ki point is spent as normal. Along with that, any magical item, class feature, spell effect, or any other effect that would effects unarmed strikes or monk weapon attacks also effects' this specials monk weapon. Such as Tasha's Eldritch Claw Tattoo or Tavern Brawler.
Radiant Wave Strike
6th-level Way of the Radiant Soul feature
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 blast radiant energy in a direction of your choice as an bonus action. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes three rolls of your Martial Arts die in damage on a failed save, or half as much damage on a successful one. The damage can be either fire or radiant, you choose when you perform the bonus action.
You can increase the wave's damage by spending ki points. Each additional point you spend, increases the damage by one roll of your Martial Arts die. The maximum number of ki points (2 plus any additional points) that you can spend on the feature equals half your monk level.
Radiant Burst
11th-level Way of the Radiant Soul feature
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. A creature takes two rolls of your Martial Arts die in damage and becomes blinded until the start of your next turn on a failed save, or half as much damage and isn't blinded on a successful one. The damage can be either fire or radiant, you choose when you perform the action. 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 one roll of your Martial Arts die.
Solar Aura
17th-level Way of the Radiant Soul feature
You have become a beacon of sunlight, destroying the darkness in your path. You shed bright light in a 15-foot radius and dim light for an additional 15 feet. The bright light from this feature is treated as sunlight, whereas the dim light is treated as a normal light source. You can extinguish or restore the light as a bonus action.
While this light shines, you gain additional benefits to your attacks and features:
Empowered Radiance. Once on each of your turns when, when you damage a creature within the radius of the bright light, you can deal extra damage to the target equal to your Martial Arts die.
Radiant Infusion. When you damage a target with an unarmed strike or monk weapon attack, you can change the damage type to fire or radiant damage.
Banish the darkness. The bright light from this feature dispels magical darkness of 2nd level or lower.
Radiant Flight. You gain a flying speed equal to half your walking speed and you can hover.







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