Way of the Sun Soul Rework

by thingwhatsqueaks

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Way of the Sun Soul


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.

Bonus Cantrip

At 3rd level, you gain the Light cantrip if you don't already know it.

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 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 your martial arts die.

When you take the Attack action on your turn, you can make one attack with this special attack as a bonus action or 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.

Shining Soul

At 6th level, The light of your soul shines bright like the sun. You gain the following features:

Radiant Defense You gain resistance to radiant and fire damage.

Blinding Strike Whenever you hit a creature with your radiant sun bolt attack, you can spend 1 ki to force that creature to make a Constitution saving throw. On a failed save, the creature is blinded until the end of your next 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 against your ki save DC or take 2d6 radiant damage, or half as as much 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 number equal to your proficiency bonus, increases the 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.

If a creature in the bright light radius hits you with an attack while this light shines, you can use your reaction to deal 10 radiant damage to the creature.

Art by Wekesa Heidjazi (I think?)
 

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