Way Of The Sun Soul (Revised)
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 with the Attack action. This special attack is a ranged spell attack with a range equal to your movement speed. 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 a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Changes made and why?
Changed the range from a static 30ft to matching movement speed to solve the complaint of "why use range when I can just run up to them punch and run away at higher levels."
Searing Arc Flare
At 6th level, you gain the ability to channel your ki into bright waves of energy.
Immediately after you take the Attack action on your turn, you can spend 2 ki points to produce a blinding flash of light in a 15 ft cone in front of you. Each creature within the cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage and is blinded until the start of your next turn on a failed save, or half as much damage and not blinded on a successful one.
You can spend additional ki points to make a stronger blast. Each additional ki point you spend increases the damage by 1d6 and range by 5ft. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Changes made and why?
Instead of just casting burning hands, this attack does the same amount of damage but in radiant as to keep consistency with the rest of the subclass, the blinding aspect was to make up for the fact that the Monk's stunning strike (which costs half the amount of ki) gets underused with this subclass and to make up for the fact that once again punching and running away would otherwise be more effective. Additionally by making the effect last until the START of your next turn, this allows a pseudo-support ability
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 Constitution saving throw or take 2d6 radiant damage. 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, up to a maximum of 3, increases the damage by 2d6.
Changes made and why?
Nothing, this move already rocks and has a reasonable cost
Sun Shield and Undying Resolve
At 17th level, you're able to wreath yourself 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.
Additionally, if your hitpoints are reduced to 0, or you are required to make a death saving throw, instead, if you wish, you may choose to regain consciousness and stand up if prone. You then regain half your maximum hitpoints and gain the effects of the haste spell, without the resulting lethargy. If this ability is activated it can't be used again until you've completed a long rest.
Changes made and why?
I kept the glowing effects for the sake of flavour more than anything, but the entirety of the ability is redone, taking some inspiration from the celestial warlock's level 15 ability.
The choice of returning with a burst of strength also references DBZ as whenever a Saiyan takes damage, they get stronger once they heal.