Way of the Sun Soul, Variant (5e Subclass)

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Way of the Sun Soul[edit]

Monk Subclass

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.

Sun's Blessing

At 3rd level, you gain the ability to manifest the power of the sun in a controlled manner. You can cast the light cantrip, without using components.

In addition, you can choose to reduce the duration of this cantrip to 1 round, instead of 1 hour. When you do so, the light created is considered sun light.

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. 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.

When you take the Attack action on your turn and use this special attack as part of it, you can make the special attack as a bonus action.

In addition, if you spend 1 ki point when you take the Attack action or use this bonus action, you can make this special attack twice, instead of once.

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

Also at 3rd 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 can choose to deal radiant damage instead of fire when using this ability.
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.
Finally, when you use your Flurry of Blows, you can forgo one attack made as part of the bonus action and spend 2 ki points to use your Searing Arc Strike.

Radiant Mark

At 6th level, you can contaminate your targets with the power of sunlight. Once per turn when you hit a creature with your radiant sun bolt, you can choose to impose a radiant mark on that creature. The target of the mark shed bright light in a 10-foot radius, and dim-light for another 10 feet. Attacks made against the marked creature have Advantage, and the creature can't become invisible. This light is considered day light. This effect lasts until the end of your next turn, ending earlier if that creature is hit by an attack.

In addition, when you cause radiant damage with your Searing Arc Strike, any creature in the area must succeed on a Constitution saving throw, or be blinded until the end of your next turn, in addition to the normal effects for that feature.

Sun Shield

At 11th 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.

When a creature moves within the area of bright light, or end its turn there, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier, and must succeed on a Constitution saving throw, or be blinded until the end of your next turn.

Searing Sunburst

At 17th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As part of the Attack 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. A target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. 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, to a maximum equal to your 3 ki points, increases the damage by 2d6.

In addition, whenever you spend ki points to use your Searing Sunburst or your Searing Arc Strike, you can choose a number of them equal to 1 + the amount of ki points spent. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

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