Best Sun Soul Monk Build for 5e DnD

Class builds can be an overwhelming experience in the Dungeons and Dragons world. The hope for this guide is to help ease the burden and workload of creating your character. This guide will be discussing the Monk class under the tradition of the Sun Soul.

The base Monk class stats can be found in the Player’s Handbook page 76.The Sun Soul variant can be found in Xanathar’s Guide to Everything page 35.

What does a Sun Soul do?

Monks are typically high dexterity close range combat fighters that pummel their opponents with a flurry of unarmed strikes. The Sun Soul Monk is a variant that harnesses the power of the sun to create ki blasts that damage enemies from afar. 

What do I need to build a Sun Soul Monk?


In order of importance: Dexterity, Wisdom, Constitution, Charisma/Intelligence, Strength

  • Dexterity is responsible for your damage, AC, and initiative.
  • Wisdom is responsible for damage and AC.
  • Constitution is responsible for HP.
  • Charisma/Intelligence is nice to have for spell saving throws.
  • Strength is overall useless for a monk.


  • Wood Elf +2 Dexterity +1 Wisdom
  • Hill Dwarf +2 Constitution +1 Wisdom
  • Stout Halfling +2 Dexterity +1 Constitution
sun soul monk build 5e

Human Variant +1 in 2 stats of choice, 1 skill of choice, 1 feat of choice

I personally lean towards the wood elf and the human variant. The hill dwarf and the stout halfling work well with the stats but they both have racial features of poison resistance that become meaningless when the monk becomes immune to poison at monk level 10 with Purity of Body.

For the human variant, these feats can pair well with the Sun Soul monk:

  • Alert:+5 to initiative, can’t be surprised, no advantage on attack rolls for hidden enemies
  • Lucky: Have 3 rerolls every long rest
  • Martial Adept: Gain 2 battle master maneuvers and 1 superiority die
  • Evasive Footwork: Gain AC while moving
  • Parry: Reduce melee damage taken by superiority die + Dexterity modifier
  • Observant: +5 to passive perception/investigation, +1 Wisdom, and the ability to read lips

Background and Skills

While any background can work for your character, these are the ones that will capitalize on the stat priority of the Monk.

Folk Hero – Animal Handling, Survival
Urchin – Sleight of Hand, Stealth, thieves’ tools

The monk chooses 2 from the following skills: acrobatics, athletics, history, insight, religion, and stealth. I would prioritize stealth, insight, and acrobatics.

Sun soul monk 5e

What are the Sun Soul monk class features?

Level 1 Unarmored Defense

Your AC is 10 + Dexterity + Wisdom

Level 2 Ki Points (Equal to Monk Level)

Gain access to ki points to spend on skills.

  • Flurry of Blows- 1 ki point for 2 unarmored strikes after attack action
  • Patient Defense- 1 ki point for dodge as bonus action
  • Step of the Wind- 1 ki point for dash or disengage as bonus action

Level 2 Unarmored Movement

+ 10 feet of movement when not wearing armor or shield
At level 9, move up vertical paths and across liquids.

Level 3 Deflect Missiles

Use your reaction against ranged weapon attacks. Reduce damage by 1d10 + Dexterity + Monk Level. If the damage is 0, spend a ki point to fire the projectile back at 20 feet or long range of 60 feet.

Level 4 Ability Score Improvement

+2 to stat of choice, (see stat priority), Repeats at Level 8, 12, 16, and 19.

Level 4 Slow Fall

Use a reaction to reduce fall damage by 5 x Monk level (starting 20 damage max)

Level 5 Extra Attack

Gain an extra attack when taking the attack action. Can be used to generate another radiant sun bolt.

Level 5 Stunning Strike

Spend 1 ki point to attempt to stun the target, forcing a Constitution saving throw or being stunned until the end of your next turn.

Level 6 Ki-Empowered Strikes

Unarmed strikes count as magical damage.

Level 7 Evasion

Failed Dexterity saving throws take ½ damage and 0 damage on passed saving throws.

Level 7 Stillness of Mind

Use an action to end charmed or frightened condition.

Level 10 Purity of Body

Immunity to disease and poison (both poisoned condition and status).

Level 13 Tongue of Sun and Moon

Understand all spoken languages, can communicate as long as target knows language. Basically a universal translator.

Level 14 Diamond Soul

Proficiency in all saving throws. Spend 1 to reroll a failed throw, taking second result.

Level 15 Timeless Body

Cannot be aged magically. No longer need food or water. No more rations or provisions for you.

Level 18 Empty Body

Spend 4 ki points to turn invisible for 1 minute, gaining resistance to all damage but force damage.
Spend 8 ki points to cast astral project spell on self.

Level 20 Perfect Self

Gain 4 ki points when starting a battle with none.

What the unique class features?

Level 3 Radiant Sun Bolt

Gain the option to turn your attack into a searing bolt of magical energy, changing it into a ranged spell attack with a range of 30 feet. You are proficient with the attack, and add your Dexterity modifier to attack and damage rolls. You can spend 1 ki point to make the attack hit twice, once as the attack and once as a bonus action. The attack emits radiant damage. The damage is proportional to your monk level.

Level 3 1d4

Level 5 1d6, additionally this feature can be used in the extra attack gained at level 5.

Level 11 1d8

Level 17 1d10

Level 6 Searing Arc Strike

After the attack action, you can use 2 ki points to cast the burning hands spell as a bonus action. Additional ki points can be used to increase the spell level to a max level of ½ your monk level. So a level 6 monk can cast burning hands at 3rd level for 4 ki points (2 for initial cast and 2 for each level).

Burning Hands is a spell that casts a 15 foot cone area of effect with you cast the origin point. The spell forces anyone caught in the cone to roll a Dexterity saving throw and take 3d6 fire damage on a failed save and half on a successful one.

Level 11 Searing Sunburst

Gain the action option of hurling a dense ball of radiant energy and detonating it 150 feet away. The blast covers a 20 foot radius and anyone caught in the blast is forced to make a Constitution saving throw or take 2d6 radiant damage (0 on a successful save). Ki points can be added to increase the damage with each point equaling 2d6 to a maximum of 3 ki points. So a maxed searing sunburst can do 8d6 radiant damage for 3 ki points.

Level 17 Sun Shield

You gain the ability to be enveloped in bright light. As a bonus action, you can emit an aura to shed bright light in a 30 foot radius and dim light in the following 30 foot radius. Another bonus action can be used to turn the effect off. When you are hit with a melee weapon while the aura is active, you can use your reaction to deal 5 + Wisdom modifier radian damage.

How do I play as the Sun Soul Monk?


The Sun Soul Monk is a mid ranged fighter, positioned in between the front line fighters and the rangers and magic users. Snipe the enemy front line with sun bolts and/or sunbursts and cover the squishy players in the back in case any enemy breaks through the front line or the back gets ambushed. Occasionally, enter the front lines to set clusters of enemies on fire with the Searing Arc Strike.


High dexterity allows the monk to function as a secondary rogue. It gives him the ability to sneak. The high wisdom gives him a high perception for upcoming danger. If you took the urchin class, you also get access to thieves’ tools for lock picking. At level 9, you get some awesome movement ability to scale vertical surfaces and even run across water.

Role Play

This can be to your flavor but in general, monks tend to be highly disciplined and rigorously trained individuals. A Sun Soul Monk could be particularly devote and have a holier than thou attitude since he derives his power from the closest star to the world.

General Tips and Tricks for your Sun Soul Monk in 5e

Carry a spear in the early levels. It counts as a monk weapon and has base damage of 1d6 (1d8 when held with two hands). Keep carrying it in the later levels just in case.

Remember that starting at level 5, Searing Sun Bolt can be cast twice and 1 more strike for a bonus action for 1 ki point. So for 1 ki point, Searing Sun Bolt can hit 1 enemy 3 times. Ki Points can be used after confirming the hit, so the points are not ever wasted.

Stunned enemies automatically fail saving throws. So stunning strike and searing arc strike can be a deadly combination. Combine with flurry of blows and get 2 unarmored strikes with advantage.

Learn to manage Ki points, remembering which abilities cost ki and which do not. Ki points regenerate after a short or long rest. Searing Sunburst is an AoE ranged attack that does not require ki for base cost. Ki points can be spent after confirming the hit to increase the damage. Note that it is an action, so there are no attacks with it.

Use deflect missiles to reduce ranged weapon attack damage. Throwing the projectile back is fun but a high cost of 1 ki point. Remember evasion and diamond soul when making saving throws. At level 10, purity of body can keep you tip top regardless of how much you drink.

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