--- source: Labyrinth Worldbook --- Monks of the Radiant Dawn learn to kindle and amplify light wherever darkness threatens. To these monks, radiance is a state of being that provides literal and spiritual illumination. Embracing the teachings of the Radiant Dawn means transforming oneself into a beacon that stands against agents of fear and despair. | Radiant Dawn Progression | | | ------------------------ | --------------------------- | | Monk Level | Features | | 3rd | Golden Fist, Shining Nimbus | | 7th | Blazing Strike | | 11th | Dawn Bringer | | 15th | Searing Corona | # Golden Fist  3rd-Level Radiant Dawn Feature  Whenever you would make an Unarmed Strike as part of the Attack action or Flurry of Blows, you can turn the strike into a ranged spell attack that fires a bolt of searing light with a range of 30 feet. You can turn any number of your allotted attacks into a ranged spell attack with this feature.  Your attack bonus to hit with a bolt is equal to your **PB** + your **DEX** modifier. On a successful hit, the bolt deals radiant damage equal to your martial arts damage die + your **DEX** modifier. This feature improves as you reach certain levels of the monk class. Starting at 7th level, you can expend 1 technique point to increase the range and damage of the Bolt . At 7th level, the range of your bolt increases to 60 feet, and you roll your martial arts die twice when calculating damage. At 11th level, the range increases to 90 feet and you roll your martial arts die three times. At 15th level, the range is 120 feet, and you roll your die four times. # Shining Nimbus  3rd-Level Radiant Dawn Feature  You emit an aura of light. As a bonus action, you can spend 2 technique points to cloak yourself in a 10-foot radius of shining bright light. The light moves with you, remaining centered on you, and lasts for 1 minute. It can’t be dispelled by a spell of 5th circle or lower. When you first summon the nimbus, choose one of the following properties: - Sacred Fire. Hostile creatures that enter the light for the first time on a turn or end their turn within it take radiant damage equal to your martial arts damage die + your **WIS** modifier. - Holy Hand. Your unarmed strikes deal additional radiant damage equal to your **PB**. - True Radiance. While the nimbus is active, you can use an action to spend 3 technique points to transform your aura’s light into sunlight for the duration. This sunlight can’t be dimmed, suppressed, or dispelled by any magical means. If this sunlight overlaps with an area of magical darkness created by a spell of 5th circle or lower, the spell that created the darkness is dispelled.  At 11th level, you can choose two options instead of one each time you use this feature. # Blazing Strike  7th-Level Radiant Dawn Feature  Once per turn when you deal radiant damage to a creature, you can spend 1 technique point to attempt to blind your foe. When you do so, the creature must succeed on a **CON** save (**DC** is your technique save **DC**) or be blinded until the end of its next turn.  # Dawn Bringer  11th-Level Radiant Dawn Feature  As an action, you can spend 2 technique points to cast the daylight spell. The spell lasts until the end of your next short or long rest (or it can end early as normal). # Searing Corona  15th-Level Radiant Dawn Feature  While you are standing in an area of bright light or sunlight, you can use an action to expend 5 technique points to create an explosive corona of sunlight. All creatures of your choice within 20 feet of you must make a **CON** save. On a failure, a creature takes 3d10 fire damage and 3d10 radiant damage.