The monks of 168澳洲幸运5开奖网:Dungeons & Dragons can be a powerful class for melee-oriented players, but they generally suffer when their enemies are out of arms' reach. Enter the Way of the Sun Soul, a subclass that can summon their ki to fire powerful energy blasts at whatever they can't reach with a fist or foot.

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Followers of the Way of the Sun Soul aren't exactly Goku, but they do bring an arsenal of ranged attacks that are far simpler than what you'd get out of followers of the Way of the Four Elements. If you're looking for slightly more versatility with your monk, read on to embark on the Way of the Sun Soul.

Way Of The Sun Soul Monk Features

Githzerai Monk by Dan Scott
Githzerai Monk by Dan Scott

Followers of the Way of the Sun Soul learn to channel their essence into hurling bolts of energy at their foes. At level three, the Radiant Sun Bolt feature lets you make a special ranged attack. This ranged attack is much lik🎉e your unarmed melee attack, but it is radiant damage a♛nd can reach out to a range of 30 feet. The damage increases as your Martial Arts die increases.

You may also spend one ki point to make a second ranged attack using your bonus action, and you gain even more attacks as 🔯you 𒀰get the Extra Attack feature.

Searing Arc Strike at level six lets you💟 spend two ki points to cast the Burning Hands spell as a bonus action following one of your attacks. You may cast Burning Hands at a higher level by spending more ki points with a maximum equal to half your 🔴monk level.

Searing Sunburst at level 11 lets you conjure an orb of light that you can hurl up to 150 feet. All creatures within 20 feet of the impact must make a Constitution saving throw or take 2d6 radiant damage. You may spend up to three ki points to increase the Sunburst's damage by 2d6 per each ki point spent.

Finally, Sun Shield at level 17 wreaths you in brigh♔t light that shines in a 30-foot radius and dim light𓄧 for another 30 feet. You may summon or extinguish this light as a bonus action. You may also spend your reaction to deal radiant damage equal to five plus your Wisdom modifier to any creature that hits you with a melee attack while Sun Shield is active.

Best Species For A Way Of The Sun Soul Monk

Student of Ojutai by Jason A. Engle
Student of Ojutai by Jason A. Engle

Followers of the Way of the Sun Soul are similar to most other monks, so any species that works as a monk will do great here. Below are a few species that make excellent monks.

Bugbear

Even though you've got a decent ranged attack, you're still going to deal more damage using Flurry of Blows as a melee attack, so five extra feet of reach is still helpful. High Dexterity means you're more likely to go earlier in the turn order, making Surprise Attack more effective. Stealth proficiency, charm resistance, and Darkvision are all great perks.

Duergar

The poison resistance isn't too useful since monks eventually gain immunity, but advantage against being charmed and stunned is still good. Enlarge/Reduce is a great spell for a monk to know as it can increase your damage, and Invisibility provides interesting sneaking options.

Goblin

Fury of the Small can really help your damage output. Darkvision, charm resistance, and hiding as a bonus action are also nice to have, although your bonus action will typically be used up s🌟pending ki points.

Goliath

Monks don't get nearly as many hit points as their melee-focused combat requires. Stone's Endurance helps with that. Cold resistance and Athletics proficiency are also good perks.

Hadozee

Dextrous Feet aren't likely to be terribly useful since your bonus action is spoken for, but being able to Glide means raining death from above in certain situations. However, the real draw here is Hadozee Dodge, 𒁃which lets you use your reaction to redu𝓰ce the damage you take.

Half-Orc

Monks make a lot of attacks, and that means they're making critical hits more often than most classes. Savage Attacks make those crits deal more damage, while Relentless Endurance keeps a monk fighting when their hit points hit zero. Darkvision is also nice too.

Half-Elf

Monks in general want a lot of stats to be effective. Half-elves get three stat boosts, Darkvision, and even more skills to add to your burgeoning repertoire.

Human

If it's stats you want, humans got it. You can also go variant human to get a feat off the jump.

Owlin

Monks struggle against flying things. Owlin can fly, making it easy to hit other flying things. Neither monks nor owlin like wearing armor, which also works in this species' favor. Darkvision and stealth proficiency are nice to have.

Plasmoid

Using Amorphous is hard to do while wearing armor or wielding weapons, but monks don't like either of those, making them the perfect plasmoid class. Darkvision, resistance to acid and poison damage, and advantage on grapple checks are also great pairings for any monk subclass.

Shifter

Shifters help with a monk's poor HP pool by providing a bunch of temporary hitpoints whenever they shift. Extra armor, movement speed, a skill proficiency, and Darkvision are all good to have.

Tabaxi

Monks don't use claws, but Feline Agility means you never have to worry about being too far away to get into combat. Climbing speed helps with those pesky flying critters a bit, and Darkvision is always a boon.

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Best Ability Scores For A Way Of The Sun Soul Monk

Taigam's Strike by David Gaillet
Taigam's Strike by David Gaillet

Like other monks, followers of the Way of the Sun Soul want Dexterity, Wisdom, and Constitution to be effective. Dexterity empowers your strikes, Wisdom helps with your armor class and your saves for Searing Arc Strike 🌞and Searing Sunburst, and Constitution provides all-important hit points.

Strength, Intelligence, and Charisma can be entirely ignored. You're going to want your core three attributes boosted as high as you can, and these just don't provide much benefit.

If you're using D&D's point buy system, a good starting ability score spread might look something like this:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8(-1)

17(+3)

15(+2)

8(-1)

16(+3)

8(-1)

Best Starting Equipment For A Way Of The Sun Soul Monk

Leaping Master by Anastasia Ovchinnikova
Leaping Master by Anastasia Ovchinnikova

A monk's body is their weapon, which means you're not likely to require much in terms of equipment. You can choose either a shortsword or another simple weapon, but most of your abilities require unarmed strikes to use, so don't expect to use either weapon much.

Your unarmed attacks and Radiant Sun Bolts will eventually surpass a short sword's damage starting at level 11.

A dungeoneer's pack is a little more useful than an explorer's pack, and 10 darts can help you engage flying targets.

Since your armor class is based on both your Dexterity and Wisdom modifiers while you're not wearing armor, you don't get any armor to start, and you're not likely to ever need it.

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Best Feats For A Way Of The Sun Soul Monk

Awakened Awareness by Tran Nguyen
Awakened Awareness by Tran Nguyen

Most monks want to maximize both their Dexterity and Wisdom before reaching level 20. This doesn't leave much room for taking feats, so you're not likely to need this section at all.

That said, if you somehow stumble across a free feat over the course of your campaign, here are a few good ones to consider.

Alert

Never get ambushed again. Alert prevents you from being surprised, can't gain advantage against you if they attack while hidden, and you get an additional five to your initiative score. If you can combine this with the bugbear's Surprise Attack, you've got a potent combo.

Athlete

Climbing speed equal to your movement speed can be very helpful if you don't already fly or are a tabaxi. Getting up from prone without using half your movement can also be good too. Take the Dexterity score increase here.

Healer

If you want to lean even further into your role as a healer, the Healer feat gives you another option to heal your friends. It's generally not as good as your Hand of Healing ability, but more healing is certainly useful for longer dungeon dives.

Lucky

Nobody likes to fail their rolls. Lucky provides you with extra d20s to spend on your most important moments. You can also use Lucky d20s to prevent damage to your ꧒squishy monk.

Mobile

Mobility matters for melee classes. An extra 10 feet of movement helps get you into combat faster, while dash actions that ignore difficult terrain keep you free of crowd control effects. Avoiding attacks of opportunity is also nice.

Skill Expert

Complement your skills by having more of them. You can also gain expertise in a skill you already have.

Tough

Monks are squishy. Tough makes things less squishy by giving them two extra hitpoints per level.

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