Way of the Sun
A Monk tradition of Sun-Rifting: radiant strikes that blind, a radiant cone, resistances and bonuses in bright light, lingering radiant damage and a flying, light-shedding Avatar.
Identity
The Way of the Sun is the youngest of the four elemental Monk traditions and the least secretive. Halcyion sun-temples teach the forms publicly, on the reasoning that anyone who can hold the posture for six hours has already selected themselves. Sun monks train at dawn and fight in the open. The discipline is heat management: a Sun monk learns to hold more energy than a body should and to release it in one burst.
Features
- L3 Radiant Strikes
Your unarmed strikes shed light in a 10-foot radius. You can spend 1 Ki as part of an attack to have the strike deal radiant damage instead of its usual damage type and to force the target to make a Constitution saving throw against your Ki save DC. On a failure, the target is Blinded until the end of your next turn.
- L7 Solar Release
As an action, you can spend 2 Ki to release stored heat in a 15-foot cone. Each creature in the cone makes a Dexterity saving throw against your Ki save DC, taking 3d8 radiant damage on a failure or half as much on a success.
- L11 Sunlit Defense
You have resistance to radiant and fire damage. While you are in bright light, your walking speed increases by 10 feet and you gain a bonus to AC equal to your proficiency bonus against ranged attacks.
- L15 Lingering Light
Once on each of your turns, when you hit a creature with an unarmed strike, you can spend 1 Ki to leave the light on it. Until the end of your next turn, the creature sheds light in a 10-foot radius, cannot benefit from being unseen, and takes an extra 2d8 radiant damage the first time it is hit each turn.
- L18 Avatar of the Sun Capstone
Once per long rest, as an action, you can spend 5 Ki to become a source of light for 1 minute. For the duration, you shed bright light in a 30-foot radius, you have a flying speed equal to your walking speed, your unarmed strikes deal an extra 2d8 radiant damage, and any creature that starts its turn within 10 feet of you takes 2d8 radiant damage.