Base Class: Monk
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Sun Strike
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option. When you take the Attack action on your turn, you can replace any number of your attacks with a special Sun Strike. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is equal to your martial arts die, or the damage die of the weapon you used to make the attack (your choice).
Searing Sun Strike
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 create a wave of radiant energy in a 20 foot cone. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes radiant damage equal to four rolls of your martial arts die on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw.
You can spend additional ki points to deal more damage. Each additional ki point you spend increases the damage by one martial arts die. The maximum number of ki points (2 plus any additional points) that you can spend on the attack equals half your monk level.
Sun Burst Strike
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can spend 1 ki point to 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 5d8 radiant damage or half as much damage on a successful save. Undead have disadvantage on this saving throw, and 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 5, increases the damage by 1d8. If you spend at least one ki point, if the creature fails their saving throw they are also blinded until the end of their turn.
Rippling Sun Strike
At 6th level, when you hit another creature with your Sun Strike, you can spend 1 ki point to attempt a Rippling Sun Strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Undead have disadvantage on this saving throw.
Rippling Sun Shield
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 force the creature to make a constitution saving throw. On a failed save, the target becomes stunned until the end of your next turn. Undead have disadvantage on this saving throw.
Previous Versions
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9/1/2021 7:08:30 AM
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