The Sword Coast Adventurer’s Guide has actually really neat, interesting alternatives for a broad spcheck out of classes. For example… the Monk now has the alternative to become a Warlock. The Way of the Sun Soul are a group of monks who channel the energy of all living creatures right into each of their attacks. Fans of anime might acknowledge some of the abilities offered by this subclass; we’re throwing ki blasts now, boys and also girls! But, is this just awesome flavor? Or is tright here a treasure under every one of that shine? Let’s review very closely and find out via our Sun Soul Monk 5E Guide. 

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Table of Contents

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Channel the Cosmos: Sun Soul Monk 5ERadiant Sun BoltSearing Arc StrikeSearing SunburstSun ShieldBest Races for Sun Soul MonksLotusden HalflingsGoblinFeral TieflingConclusion – Our Take on the Way of the Sun Soul

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Channel the Cosmos: Sun Soul Monk 5E

The Sun Soul changes the abilities of the monk and also makes them even more advantageous at lengthy variety. In enhancement, they acquire beneficial options to even more easily impact multiple creatures at the exact same time. Unfortunately, the Warlock connection made above was fairly optimistic; The Sun Soul doesn’t precisely prosper at array, and also their Area of Effect options are quite inextensive compared to magic customers. However before, if you spin the martial flavor onto it (that of decent resourcemuch less damage), it becomes a relatively distinctive pseudo-caster.

Radiant Sun Bolt

The initially capacity enables you to shoot finger guns, starting at level 3. These are little bolts of sunlight.

You obtain a brand-new assault choice that you can usage with the Attack action. This one-of-a-kind assault is a ranged spell strike with a variety of 30 feet. You are skilled with it, and also you include your Dexterity modifier to its strike and damage rolls. Its damage is radiant, and also its damage die is a d4. This die transforms as you acquire monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack activity on your revolve and usage this one-of-a-kind strike as component of it, you can spfinish 1 ki point to make the one-of-a-kind attack twice as a bonus action.

You can use this in place of any kind of assault that the Attack activity allows you to perform.

So, a 30 ft ranged assault is pitiful. Especially for a monk. If you start your revolve within 30 ft of an adversary, you might conveniently relocate that distance; you still have Quick Movement, and the majority of races have actually 30 ft movement rate. However, if an opponent is 60-90 ft ameans from you, then at least you don’t waste your Attack action. That’s nice, particularly for a class that tends to have actually trouble in ranged scenarios. You won’t must awkwardly carry a shortbow about as you punch enemies in the teeth.

The damage scaling on this swarm is quite sound. Ultimately, you’ll gain to the d10 of Warlock’s Eldritch Blast, and also you’ll actually pump out decent numbers. Even at an early stage, d4+3-4 isn’t anything to sneeze at… Though you need to still try to use unequipped assaults and also tools whenever before you can.

One of the greatest problems via a ranged monk is that you don’t have much to spfinish your Bonus Action on. This gives you somepoint really substantial; Flurry of Blows, yet 30 ft ameans. That’s shockingly great! Even though it expenses a ki point, it’s still really valuable for blowing up enemies.

Do remember that this does not count as a Monk weapon. No Martial Arts bonus actions for you!

Searing Arc Strike

At last, the Monk gets some area-of-effect abilities to assist them address mobs!

At 6th level, you obtain the capability to channel your ki right into searing waves of energy. Immediately after you take the Attack action on your turn, you deserve to spend 2 ki points to actors the Burning Hands spell as a bonus activity.

You have the right to spend extra ki points to actors Burning Hands as a greater level spell.

The scaling is 1 ki per level, approximately a maximum of 10.

As a reminder, burning hands deals 3d6 at level 1, as much as 12d6 at level 10. For a room of result, on a martial class? That’s not poor. In enhancement, the Burning Hands is actors as a bonus action, interpretation you actually acquire it out as fast as a Sorcerer spending points. That’s insane!

The question is, once carry out you usage this? It expenses Ki points, so it’d probably be a lot of beneficial where you can hit somewbelow roughly 3 opponents with the cone. You’re spfinishing the equivalent of 2 Flurry of Blows on this, so you really want to make it count!

This has actually an awkward amount of anti-synergy through Radiant Sun Bolt. Your Searing Arc Strike originates from you, instead of the targain of your strike, so you’d be 30 ft amethod from the targets you’d want to Burning Hands. In some instances, perhaps you’d desire to shoot the Necromancer and then flambé the zombies, yet those will certainly be few and also far between.

Either method, as long as you hit even more than one opponent with this, it could be worth the ki points. Try not to heighten this, though; 1 ki suggest has a tendency to not be worth 1d6 damages.

Searing Sunburst

The Monk’s activity being invested on Attack is a spiritual routine beholden to every tradition; Eincredibly dojo leaves the Action slot for Attack. But this… This might be worthwhile.

At 11th level, you acquire the capacity to develop an orb of light that erupts right into a devastating explosion. As an activity, you magically develop an orb and hurl it at a suggest you choose within 150 feet, wbelow it erupts into a sphere of radiant light for a brief but deadly immediate.

Each creature in that 20-foot-radius spright here have to succeed on a Constitution saving throw or take 2d6 radiant damages. A creature doesn’t have to make the save if the creature is behind total cover that is opaque.

This capacity also scales; eincredibly 1 ki point is an additional 2d6. Up to 3, for 8d6 total damage.

They provided Monk a fireball?! Admittedly, it’s a pretty awful one… But it’s rather cshed to what a Warlock would certainly get.

My intro to this section was a joke, but admittedly, shedding the Attack action on a rotate is seldom worthwhile. The Attack activity unlocks the Martial Arts bonus action, Flurry of Blows, and also Extra Attack. That’s a lot. Instead of that, you toss a Fireball… That deals 2d6.


Okay, so let’s talk around upsides. 2d6 damages in a 20 ft radius can theoretically hit 64 targets. If it did hit that many? Sure, 2d6 damage would certainly be worth much even more than the attack activity. Spending ki points for 2d6 damages is worth a little even more than 1d6, so it scales much better than your Burning Hands. 150 ft array is additionally so much much better than the 30 ft blasts of the Sun Bolt.

And hey! This isn’t even a spell! That suggests you can’t be counterspelled. That’s cool, right?

In all seriousness, the concept of an infinitely reusable Area of Effect is one rarely attempted by any type of edition of Dungeons & Dragons.. . Especially on a non-caster class. Even if it’s weak, or if it doesn’t range great through sources, it’s still novel to have actually a Fireball in a monk’s pocket for any kind of occasion. And it lets the monk break into encounters wright here they would certainly generally be completely worthless. For that reason alone, Searing Sunburst is a worthwhile ability.

Sun Shield

The last ability of the Sun Soul is… Tbelow.

At 17th level, you become wreathed in a luminous, magical aura. You burned bbest light in a 30-foot radius and dim light for a secondary 30 feet. You deserve to extinguish or regain the light as a bonus activity.

If a creature hits you via a melee assault while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damages equals 5 + your Wisdom modifier.

Admittedly, this could be the weakest subcourse caprock that the monk has to offer. That’s not to say that it’s usemuch less, but… There’s just not a lot right here.

The initially ability… You’re a torch. You’re a 50% more powerful torch. You melted bideal light and a little of dim light, and also any Shadow Monks adjacent you shake their fists. There’s no real reason to turn this off, and you’ll more than likely be nearby any enemies, so that your allies without darkvision understand where to throw their spells. It’s not a lot, yet it’s there.

The reactivity deals 10 damage. 10. The good news is that it’s entirely guaranteed, so you don’t have to make an strike roll, and also they don’t must make a save. At level 17, strike rolls are pretty high, so you’ll more than likely eat a melee strike on many turns. If you’re reasonably sure that you won’t obtain to make an possibility assault, or Deflect Missiles, or Slow Fall, then there’s worse means to spend your Reaction.

In many cases, this ability will certainly be a fancy torch; Deflect Missiles is really good if there’s also one bow in the fight. However, in melee fights – or just before your turn – dealing 10 damage is not incomprehensive.

Best Races for Sun Soul Monks

The Sun Soul is pretty similar to a Monk of the Four Elements; Wisdom is incredibly important. You’ve gained rather a few abilities based upon Wisdom, so make sure that’s at leastern acceptable. Due to the fact that your unarmed strikes depend on Dexterity, as does your Sun Bolts, you’ll still desire Dexterity the most. Get a small little of Constitution, like any kind of class. You’ve gained the chance to continue to be at selection and also deal with points from amuch, so health and wellness is much less important.

Lotusden Halflings

If your GM enables you to use the Explorer’s Guide to Wildemont , then you’ve got yourself a neat brand-new Halfling to pick from. Lotusden have actually the 2 ability score rises we’ve talked about; High Dexterity, Good Wisdom. Unchoose various other halfling subraces, they gain two abilities – scaling natural magic, and also some anti-tracking technology. Also, they have actually the majority of plant themes, so you deserve to totally shout “Photosynthesis!” as you throw your sun orbs. Just a believed.


This little race from Volo’s Guide to Monsters might not seem like the finest option; they acquire Dexterity and also Constitution, and also one of their racial abilities is a bonus activity. However, Nimble Escape implies that you no much longer must spend ki on Tip of the Wind (various other than for jumping or dashing). And besides; bereason you could wanna throw Searing Sunburst out eexceptionally currently and also then, you can want the bonus action! You acquire the big rise to Dexterity that is needed for Monks to be helpful, and also Fury of the Small tends to be an reliable boss killer. You’re not really wasting your Darkvision, considering that Goblin Darkvision is weaker than normal. Not a negative idea at all!

Feral Tiefling

This race is also within the peras of the Sword Coast Adventurer’s Guide, so your GM will certainly more than likely let you usage it. The Dexterity increase is awesome, and it wouldn’t be hard to reflavor this class as throwing balls of Hellfire… The radiant damage would be questionable, though. If your GM lets you use this Variant via the various other alternatives in Mordenkainen’s Tome of Foes to switch up some capability scores, you might obtain some great Ability Score boosts. In enhancement, Fire Resistance and the bonus spells will come in handy a lot more often than various other race’s abilities. If your GM permits Feral Tieflings to combo with various other bloodlines, attempt Fierna.

Conclusion – Our Take on the Way of the Sun Soul

The Way of the Sun Soul is an exceptionally distinctive archeform for a Martial course. Rather than ending up being a semi-caster like the Way of the Four Elements, Sun Souls get much even more controllable ki expenditure, but a lot less powerful area of results. They are a bridge between the martial and caster classes, but sadly, lack the damages output of both. You’ll have the ability to strike in a lot of cases, but will your assaults perform as much as you’d want them to?

Actually, type of.

Give this monk archetype a shot, and also you might be surprised just how regularly Searing Sunburst comes in handy. Or how often shotgunning a Burning Hands after your strike activity comes up. You might be surprised.


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