Warrior of the Sun Soul
Warriors of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Radiant Bolt
At 3rd level, whenever you make an unarmed strike, you can choose to make it as a ranged spell attack. When you make your unarmed strike this way, it still counts as an unarmed strike, has a range equal to double your speed, deals damage equal to one roll of your martial arts die, but it deals radiant damage instead of bludgeoning, and you may use your wisdom modifier for attack and damage rolls.
Searing Flare
At 6th level, you gain the ability to channel your life energy into bright waves of energy. Immediately after taking the attack action, you can spend 2 discipline points to let forth a burst of radiant energy. You can choose to either make it a 15 foot cone, or a 30 foot line from yourself. Each creature within the area of effect must make a dexterity saving throw, suffering 3d6 radiant damage and is blinded until the start of your next turn on a failure, and half as much and not blinded on a successful save.
You can spend additional discipline points to make a stronger blast. Each additional discipline point your spend increases the damage by 1d6, and the range of the area of effect increases by 5 feet. The maximum amount of discipline points you can spend on this ability at once is equal to half your monk level.
Searing Sunburst
At 6th level, you gain the ability to create an orb of light that erupts into a devestating explosion. As an action, you magically create an orb an hurl it at a point you can see within 150 feet of you, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature within that 20 foot radius sphere must succeed on a constitution saving throw, suffering radiant damage equal to 3 rolls of your martial arts die on a failure, and half as much on a success.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2 rolls of your martial arts die.
Radiant Aura
At 11th level, whenever you use the Step of the Wind feature, you can choose to activate a radiant aura for 10 minutes. While this aura is active, you shed bright light in a 30 foot radius, and dim light for an additional 30 feet, and you gain a flying speed equal to your walking speed. Additionally, while the aura is active, you can use your reaction when you are hit with a melee attack to deal radiant damage to the attacker equal to 5 + your wisdom modifier.
Radiant Resolve
At 17th level, you are able to burst back to life with a flash of radiant energy. The first time you fall to 0 hit points and are not killed outright, or when you are forced to make a death saving throw, you may choose to regain a number of hit points equal to half your hit point maximum. You are then under the effects of the haste spell until the end of your next turn, without the penalties when haste runs out.
Once you use this ability, you cannot do so again until you finish a long rest.