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Way Of The Sun Soul (Revised)

Radiant Sun Bolt Searing Sunburst


Starting when you choose this tradition at 3rd level, you can At 11th level, you gain the ability to create an orb of light that
hurl searing bolts of magical radiance. erupts into a devastating explosion. As an action, you
You gain a new attack option that you can use with the magically create an orb and hurl it at a point you choose
Attack action. This special attack is a ranged spell attack with within 150 feet, where it erupts into a sphere of radiant light
a range equal to your movement speed. You are proficient with for a brief but deadly instant.
it, and you add your Dexterity modifier to its attack and Each creature in that 20-foot-radius sphere must succeed
damage rolls. Its damage is radiant, and its damage die is a on a Constitution saving throw or take 2d6 radiant damage. A
d4. This die changes as you gain monk levels, as shown in the creature doesn't need to make the save if the creature is
Martial Arts column of the Monk table. behind total cover that is opaque.
When you take the Attack action on your turn and use this You can increase the sphere's damage by spending ki
special attack as part of it, you can spend 1 ki point to make points. Each point you spend, up to a maximum of 3, increases
the special attack twice as a bonus action. the damage by 2d6.
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?
Nothing, this move already rocks and has a reasonable cost

Changes made and why?


Changed the range from a static 30ft to matching movement Sun Shield and Undying Resolve
speed to solve the complaint of "why use range when I can just
At 17th level, you're able to wreath yourself in a luminous,
run up to them punch and run away at higher levels."
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.
Searing Arc Flare Additionally, if your hitpoints are reduced to 0, or you are
At 6th level, you gain the ability to channel your ki into bright required to make a death saving throw, instead, if you wish,
waves of energy. you may choose to regain consciousness and stand up if
Immediately after you take the Attack action on your turn, prone. You then regain half your maximum hitpoints and gain
you can spend 2 ki points to produce a blinding flash of light the effects of the haste spell, without the resulting lethargy. If
in a 15 ft cone in front of you. Each creature within the cone this ability is activated it can't be used again until you've
must make a Dexterity saving throw. A creature takes 3d6 completed a long rest.
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. Changes made and why?
You can spend additional ki points to make a stronger blast. I kept the glowing effects for the sake of flavour more than
Each additional ki point you spend increases the damage by anything, but the entirety of the ability is redone, taking some
1d6 and range by 5ft. The maximum number of ki points (2 inspiration from the celestial warlock's level 15 ability.
plus any additional points) that you can spend on the spell
equals half your monk level. The choice of returning with a burst of strength also
references DBZ as whenever a Saiyan takes damage, they get
stronger once they heal.
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

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