JDanton
2018-09-18, 11:04 AM
The Way of the Sun Soul monk subclass is thematically awesome and definitely has its uses, but I'm sure I'm not the only one that was somewhat disappointed by the class features and found them to be a tad underpowered and in need of tweaking. I know that a lot of people have probably done their own reworks of this subclass but I'd like to throw my hat in the ring and create a viable variant of the subclass for anyone who finds the original lacking. I'd love to hear your guys' feedback and any suggestions or ideas you have.
Way of the Sun Soul (Remastered)
[B]Radiant Soul
At 3rd level, you become wreathed in a luminous, magical aura. You shed bright sunlight up to a 30-foot radius and dim light up to an additional 30ft. You can control how bright this light is and how far it spreads or fully extinguish or restore this light as a bonus action, the radius of the dim light is always the same as the bright.
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 30 feet and counts as an unarmed strike, allowing you to use your Flurry of Blows to attack with Radiant Sun Bolt twice as a bonus action.. Its damage is radiant, and its damage die is the same as your marital arts die, as shown in the Martial Arts column of the Monk table.
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 Searing Arc Strike, each creature in a 15ft cone must make a dexterity save or take 3d6 radiant damage, they take half as much on a success. This feature is considered a 1st level spell.
You can spend additional ki points to cast Searing Arc Strike at a higher level, for every level past 1 this feature deals an additional 1d6 damage. 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 (round down).
Blinding Bolt
Starting at 6th level, you can cause your Radiant Sun Bolt to explode on impact, blinding enemies. When you hit another creature with a Radiant Sun Bolt attack, you can spend 1 ki point to attempt a blinding bolt. The target must succeed on a constitution saving throw or be 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 make on a Constitution saving throw. A target takes 2d6 radiant damage on a failed save and half on a success. 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.
Ascension (Still under construction, suggestions and feedback needed)
At 17th level, you can temporarily empower your Radiant Soul to reach an ascended state. For 1 minute, while the light from your Radiant Soul feature is active you gain the following benefits;
- Sun Shield: If a creature hits you with a melee attack it takes damage equal to 5+ your wisdom modifier (minimum of 1).
- Solar Flair: Your Radiant Sun Bolts deal additional damage equal to your wisdom modifier (minimum of 1).
- Undying Flame: If you are reduced to 0 hit points while this effect is active you instead drop to 1 hit point and regain hit points equal to half your hit point maximum, you immediately drop ascension.
Once you have used this feature, you can't do so until you finish a long rest.
Way of the Sun Soul (Remastered)
[B]Radiant Soul
At 3rd level, you become wreathed in a luminous, magical aura. You shed bright sunlight up to a 30-foot radius and dim light up to an additional 30ft. You can control how bright this light is and how far it spreads or fully extinguish or restore this light as a bonus action, the radius of the dim light is always the same as the bright.
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 30 feet and counts as an unarmed strike, allowing you to use your Flurry of Blows to attack with Radiant Sun Bolt twice as a bonus action.. Its damage is radiant, and its damage die is the same as your marital arts die, as shown in the Martial Arts column of the Monk table.
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 Searing Arc Strike, each creature in a 15ft cone must make a dexterity save or take 3d6 radiant damage, they take half as much on a success. This feature is considered a 1st level spell.
You can spend additional ki points to cast Searing Arc Strike at a higher level, for every level past 1 this feature deals an additional 1d6 damage. 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 (round down).
Blinding Bolt
Starting at 6th level, you can cause your Radiant Sun Bolt to explode on impact, blinding enemies. When you hit another creature with a Radiant Sun Bolt attack, you can spend 1 ki point to attempt a blinding bolt. The target must succeed on a constitution saving throw or be 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 make on a Constitution saving throw. A target takes 2d6 radiant damage on a failed save and half on a success. 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.
Ascension (Still under construction, suggestions and feedback needed)
At 17th level, you can temporarily empower your Radiant Soul to reach an ascended state. For 1 minute, while the light from your Radiant Soul feature is active you gain the following benefits;
- Sun Shield: If a creature hits you with a melee attack it takes damage equal to 5+ your wisdom modifier (minimum of 1).
- Solar Flair: Your Radiant Sun Bolts deal additional damage equal to your wisdom modifier (minimum of 1).
- Undying Flame: If you are reduced to 0 hit points while this effect is active you instead drop to 1 hit point and regain hit points equal to half your hit point maximum, you immediately drop ascension.
Once you have used this feature, you can't do so until you finish a long rest.