Monk: Sun Soul - Revised
Monks of the Way of the Sun Soul learn to channel their own 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.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use to replace Unarmed Strikes. This special attack counts as a ranged weapon attack with a short range of 30 feet and a long range of 60 feet. The range of this attack increases by an additional 20 feet at 6th, 11th, and 17th level. You are proficient with the Radiant Sun Bolt, and you can use your Wisdom or Dexterity modifier for its attack and damage rolls. Its damage is Light, and uses the same damage die as your Martial Arts. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.Battle Trance
Additionally at 3rd level, you can enter into a Focus-Enhanced trance that pushes your body beyond its normal limits. By spending a Focus point at the start of your turn (no action required), you enter into a trance that has the following effects:- You glow in a luminous, magical aura that sheds bright light in a 20-foot radius and dim light for an additional 10 feet.
- You gain a bonus to your AC equal to the Focus points used to activate your Battle Trance (maximum of 3).
- You can use your Wisdom modifier instead of your Strength modifier when you make an ability check or saving throw that uses Strength.
- You can use a Bonus Action to gain the full effects of Step of the Wind without expending an additional Focus point.
Enhanced Battle Trance
At 6th level, your Battle Trance is enhanced with additional effects.- Once a turn, one of your Unarmed Strikes or Radiant Sun Bolts add one additional Martial Arts die of Light damage on a hit. At 17th level, this increases to two Martial Arts dice.
- For the duration, you ignore penalties to your attack rolls and ability checks from previous uses of Battle Trance.
- When you use Step of the Wind, you gain a flying speed equal to your walking speed until the end of your turn.
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 Dexterity saving throw or take Light damage equal to your Wisdom modifier plus two Martial Arts die or half as much on a success. A creature doesn't need to make the save if the creature is behind total cover that is opaque. This damage increases to three Martial Arts die at 17th level. You can further increase the sphere's potency by spending a Focus Point to add one of the following effects. You can spend up to 3 Focus points to combine different effects together.- Increase the radius of the sphere by 10 feet.
- Increase the damage of the Sunburst by two Martial Arts die. You can choose this effect more than once.
- Creatures that fail the Dexterity save by 5 or more are blinded until the end of their next turn.
- The sphere continues to shed bright light in its radius until the end of your next turn. Magical darkness is suppressed inside this radius for the duration.
Ultimate Battle Trance
At 17th level, your Battle Trance is mastered. When you enter a Battle Trance, it has these additional effects:- When you spend Focus to use Step of the Wind or Patient Defense, you can use Flurry of Blows as part of the same bonus action.
- Your luminous aura suppresses magical darkness within thirty feet of you.
- You have a flying speed equal to your walking speed.
- If a creature hits you with a melee attack, you can cause radiant damage to the creature. The radiant damage equals your Wisdom modifier. This effect can only be used once on a creature's turn.
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