You channel the power of the sun to enhance your strikes and resilience. Radiant energy subtly glimmers along your fists and feet.
When you activate this ability you have advantage on Acrobatics, Perception and Insight checks, as well as Wisdom and Dexterity saving throws for 1 hour.
Effect: As a bonus action, you can activate Sun Dance, which lasts for 1 minute. While active:
When you hit a creature with your Radiant Sun Bolt or an unarmed strike, you deal additional radiant damage equal to your Proficiency Bonus.
Once per turn, when you take the Attack action and hit with at least one attack, you gain temporary hit points equal to your Monk level. You can also choose to gift these hit points to another creature that you can see within 30 feet.
While this ability is active, you can use to counter all ranged attacks with your Deflect Missiles, not just weapon attacks. However, in order to redirect a non-weapon attack, the target of your redirection must be within 15 feet of you.
Solar Flare: Once during the ability’s duration, you can unleash a burst of radiant energy as part of an attack. Creatures of your choice within 10 feet of you must succeed on a
Constitution saving throw or take radiant damage equal to your Monk level and be blinded until the start of your next turn.
Recharge: You can activate this ability once per long rest.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.