Monk
Monks are often spiritual ascetics and practitioners of a mystical energy known as Ki, the magical essence which flows through all living things. Monks utilized this energy to augment their own physical abilities, granting them extraordinary speed and power.
Monks who chose to become adventurers did so for various reasons. Some monks have a desire to test their own capabilities or find greater spiritual development. A few may be sent into the world with a particular purpose. Whatever the reason, the transition from a communal life to one of solitary traveling are rarely easy on monks.~
Project
This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.
Way of the Sun Soul
From Xanathar's Guide to Everything
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 at 3rd level, you can hurl searing bolts of magical radiance. Whenever you can make an unarmed strike, you can replace it with a special ranged attack with a range of 30 feet. You are proficient with this skill, and you use the same damage die and Ability modifiers used for the Martial Arts feature to its attack and damage rolls. Its damage type is radiant. Radiant Sun Bolt counts as an unarmed strike for any monk features.
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. You choose if the spell’s damage type is fire or radiant.
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.
Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Warding Light (Optional)
This feature replaces the Searing Arc Strike feature.
At 6th level, you can channel light between yourself and attacking enemies. When a creature that you can see attacks you, you can use your reaction to cause light to flare before knowing the results of the attack and impose disadvantage on all attack rolls within 30 feet of you until your next turn.An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
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. The creature takes 3d6 radiant damage and is blinded for a turn on a failed save or takes only half damage on a successful 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 by spending ki points. Each point you spend, up to a maximum of 3 ki, increases the damage by 2d6.
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. While your light shines you get the following affects:
- Other than you, all creatures within 30 feet of you that can see have disadvantage on attack rolls and ability checks.
- If a creature hits you with a melee attack, that creature takes 5 + your Wisdom modifier of radiant damage.
Origion File Location
Files copied from Revision on Homebrewery.