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 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. The special attack is a ranged 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 a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
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 may change the damage type of this spell to 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. Additionally you may change the area of affect to be a 25 foot line instead of a 15 foot cone.
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 radiant damage equal to two rolls of your martial arts die and be blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. This feature ignores total cover if the cover is transparent.
You can increase the sphere's damage by spending ki points. Every 2 points you spend increases the damage by 1 rolls of your martial arts die. If a target of this feature is of evil alignment, undead, or a fiend, they take additional damage equal to half the damage dealt by this spell. Good aligned characters and your allies take no damage from this feature and aren't blinded.
Sun Veil
At 17th level, you are able to harness mystical radiance, you can spend a bonus action to transform yourself ascending to a higher form. This form lasts for 10 minutes and gives the following benefits:
- Your skin, hair, scales, horns or feathers turn golden and start glowing, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight. You can extinguish and restore this light at will (no action required).
- When a creature takes an action, bonus action or moves you can emit a flare of blinding light as a reaction. All creatures of your choice within 30 ft must make a constitution saving throw or be blinded for one minute.
- You gain temporary hitpoints equal to 4 times your monk level.
- You gain a flight speed equal to your walking speed. You have the benefits of hovering while flying.
- When you hit with an Unarmed Strike or Radiant Sun Bolt you deal extra radiant damage equal to two rolls of your martial arts die.
- The range of Radiant Sun Bolt and the radius of Searing Sunburst are doubled.
- When you cast burning hands, the area of effect becomes either a 30 foot cone of a 50 foot line and the damage of the spell is doubled
- Once per turn, if you're hit with a melee attack you can deal radiant damage equal to twice your level plus your wisdom modifier to the attacker.
Once you use this feature, you must finish a short rest, long rest or spend 5 ki to use it again.