Monk: Sun Soul - Revised in Myths of Mudora | World Anvil
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Monk: Sun Soul - Revised

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.  

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 to replaced Unarmed Strikes. This special attack is a ranged spell attack with a short range of 30 feet. The range of this attack increases when your Unarmored Movement speed is increased and can be calculated as 20 + Unarmored Movement bonus, as shown in the Unarmored Movement column on the Monk table.   You are proficient with the Radiant Sun Bolt, and you can use your Wisdom or Dexterity modifier for its attack and damage rolls. Its damage is Light, and uses the same damage die as your Martial Arts. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.  

Battle Trance

  At 6th level, you can enter into a Ki-Enhanced trance that pushes your body beyond its normal limits. By spending 2 Ki points at the start of your turn (no action required), you enter into a trance that has the following effects:
  • Once a turn, one of your Unarmed Strikes or Radiant Sun Bolts add one additional Martial Arts die of Light damage on a hit. At 17th level, this increases to two Martial Arts dice.
  • You add your Proficiency Bonus to your AC.
  • You can jump a distance equal to your walking speed.
  • You can use your Wisdom modifier instead of your Strength modifier when you make an ability check or saving throw that uses Strength.
Entering this trance pushes you beyond your body's limits, which can have negative effects if used too much. After the trance has ended, you gain a penalty of 1 against any attack rolls or ability checks you make. Each time you enter the trance, the penalty grows by 1. This penalty is reset back to 0 any time your Ki points are fully restored. This trance lasts for 1 minute and ends early if you are incapacitated or end it early using a bonus action.  

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 Dexterity saving throw or take Light damage equal to your Wisdom modifier plus two Martial Arts die or half as much on a success. A creature doesn't need to make the save if the creature is behind total cover that is opaque. This damage increases to three Martial Arts die at 17th level.   You can further increase the sphere's potency by spending a Ki Point to add one of the following effects. You can spend up to 3 Ki points to combine different effects together.
  • Increase the radius of the sphere by 10 feet.
  • Increase the damage of the Sunburst by two Martial Arts die. You can choose this effect more than once.
  • Creatures that fail the Dexterity save by 5 or more are blinded until the end of their next turn.
  • The sphere continues to shed bright light in its radius until the end of your next turn. Magical darkness is suppressed inside this radius for the duration.

Enhanced Battle Trance

  At 17th level, your Battle Trance is further enhanced. When you enter a Battle Trance, it has these additional effects:
  • For the duration, you ignore penalties to your attack rolls and ability checks from previous uses of Battle Trance.
  • When you spend Ki to use Step of the Wind or Patient Defense, you can use Flurry of Blows as part of the same bonus action.
  • You glow in a luminous, magical aura that sheds bright light in a 20-foot radius and dim light for an additional 10 feet. This aura suppresses magical darkness around you.
  • You have a flying speed equal to your walking speed.
  • If a creature hits you with a melee attack, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier and the creature is pushed back ten feet.
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