Monks

Warrior of the Sun

Monasteries devoted to solar deities or the primordial power of the sun are scattered across the world, often situated on high mountain peaks or within sun-drenched deserts. The primary focus of these orders is to venerate the light, and seeking inner purification through meditation and self-mastery is the chief means of doing so.

Level 3: Guiding Light

You can channel your inner light into searing projectiles.

You know the Guiding Bolt spell, and always have it prepared. Wisdom is your spellcasting ability for this spell. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Guiding Bolt, and your attack rolls with Guiding Bolt ignore Half Cover and Three-Quarters Cover.

Radiant Ray. As a Magic action, you can spend 1 Focus Point to cast Guiding Bolt without a spell slot and without spell components.

Level 6: Aura of the Dawn

You can unleash the purifying light of the sun. At the start of your turn, you can spend 1 Focus Point to manifest an aura of blazing light (no action required).

This aura moves with you, lasts for 1 minute or until you have the Incapacitated condition, and sheds magical Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The Bright Light of the aura is sunlight, and it suppresses any magical darkness it overlaps.

You and your allies that are in the Bright Light of this aura gain Resistance to Necrotic damage, and have Advantage on saving throws to avoid or end the Frightened condition.

Level 6: Illuminating Ray

Your Radiant Rays now illuminate your foes.

A creature hit by your Guiding Bolt is outlined in light. Until the end of their next turn, the affected creature sheds Dim Light in a 10-foot radius, they can't benefit from being invisible, and attack rolls made against them by attackers that can see the creature have Advantage.

Level 11: Blinding Ray

Your Radiant Rays now blind your foes.

A creature hit by your Guiding Bolt must make a Constitution saving throw against your Monk save DC or suffer the Blinded condition. A creature Blinded in this way can repeat their save at the end of each of their turns to remove the condition. Undead, Oozes, and any creature with a sensitivity to sunlight have Disadvantage on all of these saving throws.

Level 17: Sunburst

You can gather your focus into a devastating eruption of light. As a Magic action, you can spend 3 Focus Points to hurl a sphere of energy at a point you can see within 60 feet of you. The sphere explodes in a 20-foot radius.

Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes Radiant damage equal to eight rolls of your Martial Arts die plus your Wisdom modifier and has the Blinded condition for 1 minute. On a successful save, a creature takes half as much damage. A Blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Undead, Oozes, and any creature with a sensitivity to sunlight have Disadvantage on the initial saving throw and any saving throws they must make to remove this feature's Blinded condition.