Difference between revisions of "Way of the Sun Soul (5A)"

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'''Radiant Sun Bolt
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This is a [[Monk (5A)|Monk]] monastic tradition for [[5A]].
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
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''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.
  
This extends the reach of your unarmed strikes to 30 ft. until the end of your turn and changes the damage type to radiant.
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'' '''Greyhawk:''' ''
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''The Sun Soul monks have yet to find a role in Greyhawk.
  
'''Searing Arc Strike
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Sources: Sword Coast Adventurer's Guide, Xanathar's Guide to Everything
This version of Burning Hands uses your martial arts die instead of d6s for damage.
 
  
'''Radiant Sun Bolt
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== Subclass Features ==
  
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=== Radiant Sun Bolt ===
 
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
 
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
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<span style="background-color:yellow">On your turn you can make unarmed attacks as ranged spell attacks with a range of 30 ft. When you do so your the damage type changes to radiant.
  
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.
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<span style="text-decoration: line-through;background-color:coral">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.
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<span style="text-decoration: line-through;background-color:coral">When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
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<span style="text-decoration: line-through;background-color:coral">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.
  
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
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=== Searing Arc Strike ===
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At 6th level, you gain the ability to channel your ki into searing waves of energy.
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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.
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<span style="background-color:yellow">This version of Burning Hands does radiant damage.
  
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.
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You can spend 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.
  
=== Flaming Chi ===
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=== Searing Sunburst ===
You gain the ability to cast certain spells using ki.
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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 spell requires an action and has a ki point cost.
 
Each damage dice of these spells is replaced with your martial arts die. So, for example, a 1st level Burning Hands spell cast at 6th level would do 3d8 fire damage, instead of the 3d6 fire damage a 1st level Burning Hands normally does.
 
You can spend additional ki points to cast these spells 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.
 
  
'''Searing Arc Strike
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Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
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.
 
  
=== Searing Sunburst ===
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You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of <span style="background-color:yellow">one-third your monk level (rounded down),</span> <span style="text-decoration: line-through;background-color:coral">3,</span> increases the damage by 2d6.
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion.
 
As an action that costs 4 ki points, you cast Fireball.
 
See the Flaming Ki ability above for details.
 
  
 
=== Sun Shield ===
 
=== 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.
 
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 hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
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If a creature hits you with a melee attack while this light shines, you can  
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<span style="text-decoration: line-through;background-color:coral">use your reaction to</span>
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deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
  
 
== Designer's Notes ==
 
== Designer's Notes ==
With infinitely recharging ki, this might actually be too strong.
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With infinitely recharging ki, this might actually be good.
 +
Still, I added minor edits.

Latest revision as of 21:38, 13 October 2022

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This is a Monk monastic tradition for 5A.

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.

Greyhawk: The Sun Soul monks have yet to find a role in Greyhawk.

Sources: Sword Coast Adventurer's Guide, Xanathar's Guide to Everything

Subclass Features

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. On your turn you can make unarmed attacks as ranged spell attacks with a range of 30 ft. When you do so your the damage type changes to radiant.

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 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. This version of Burning Hands does radiant damage.

You can spend 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.

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 2d6 radiant damage. 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 one-third your monk level (rounded down), 3, increases 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 hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Designer's Notes

With infinitely recharging ki, this might actually be good. Still, I added minor edits.