Sun Soul Revised

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Way of the Sun Soul


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.

Radiant Soul

Starting when you choose this archetype at 3rd level, your ki burns with a bright inward light. You learn the dancing lights or light cantrip. Because of your radiant ki, you can empower yourself and your attacks with blazing light. Whenever you use Flurry of Blows the creature hit must succeed on a Constitution saving throw or be Blinded until the end of your next turn.

Sun Bolt

You gain a new attack option that you can use to replace any of your attacks when you take them as an action or bonus action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die equals your Martial Arts damage.

Searing Arc 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 cast the burning hands spell as a bonus action, and the spell deals radiant damage.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

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 15-foot-radius sphere must succeed on a Constitution saving throw or take 2d8 radiant damage, or half as much on a failed save. 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 and size by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d8 and the radius by 5 feet.

 

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, that creature takes radiant damage equal to your Wisdom modifier.

 

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