Dawnlight
Dawnlights are monks who awaken and refine the sun's fierce warmth into disciplined strikes and restorative light. They are ascetics and guardians who train in temples, mountain shrines, or on open plains where the sunrise can be studied. Combining nimble martial training with an inner, solar-attuned ki, a Dawnlight becomes a living conduit of dawn's radiance — burning foes, encouraging allies, and literally lighting the way forward.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Sunstrike
A basic dawnlight technique: as part of an unarmed strike you may spend 1 Radiant Ki to deal radiant damage of 1d4 + your Wisdom modifier in addition to the attack. Counts as a Solar Strike use.
Unarmed strike
Flare Palm
As a bonus action you may spend 1 Radiant Ki and make a melee attack that, on hit, deals radiant damage and forces the target to make a Constitution save or be blinded until the end of your next turn.
Solar Step
As a bonus action you can spend 1 Radiant Ki to teleport up to 15 feet to an unoccupied space you can see that is in bright light. You leave behind a brief flash; creatures within 5 feet of your departure point must succeed on a Dexterity save or take 1d6 radiant damage.
Searing Parry
When a creature hits you with a melee attack, you may use your reaction and spend 1 Radiant Ki to interpose a shimmer of solar flame: the attacker takes radiant damage equal to 1d6 + your Wisdom modifier.
Beacon Strike
As part of an attack you can spend 2 Radiant Ki to mark the target for 1 minute. While marked, allies have advantage on attacks against the target if they start their turn within 30 feet and can see it. Only one Beacon Strike mark exists per Dawnlight at a time.
Blazing Focus
As an action you may spend 2 Radiant Ki to focus solar energy into your strikes for 1 minute. While active your unarmed strikes deal an extra 1d6 radiant damage and ignore resistance to radiant damage. Concentration is not required but the effect ends early if you don heavy armor.
Scorching Grapple
If you grapple a creature you may spend 1 Radiant Ki to cause searing solar energy to lash it: the grappled creature takes 1d6 radiant damage at the start of each of your turns until the grapple ends.
Grapple
Ignite Chains
As an action you can spend 3 Radiant Ki to strike a creature and extend a bolt of light to up to two other creatures within 10 feet of the first. Each target must make a Dexterity save; on a failure they take 3d6 radiant damage and are ignited (1d6 ongoing) until they use an action to douse flames or succeed on a DC 15 Dex save; on success they take half and aren't ignited.
Solar Meditation
As an action you can meditate in sunlight to restore Radiant Ki. You may spend 10 minutes in quiet meditation in bright light to restore up to half your Radiant Ki pool (rounded up). You may instead spend 1 minute (short meditations) in bright light and expend 1 hit die per point restored to recover Radiant Ki equal to the die roll + your Wisdom modifier.
Daybreak Wave
As an action you can spend 3 Radiant Ki to unleash a cone of searing light in a 30-foot cone. Each creature in the cone must make a Dexterity save or take 4d6 radiant damage and be pushed 10 feet away and knocked prone; on success they take half and are not knocked prone.
Lightfooting
Passive: starting at 6th level you gain advantage on saving throws against effects that would reduce your speed or restrain you if you are in bright light. In bright light you also ignore difficult terrain while dashing.
Beacon of Courage
As an action you may spend 2 Radiant Ki to grant one creature you can see within 30 feet advantage on attacks and saving throws for 1 minute. The target emits dim light in a 5-foot radius while affected.
Dawn's Reach
As an action you may spend 2 Radiant Ki to extend the reach of your unarmed strikes by 5 feet for 1 minute. During that minute your unarmed strikes score on a hit apply Sunstrike effects and may strike targets at this extended reach.
Daybreak Nova
Your signature area effect. As an action you may spend 5 Radiant Ki to release a burst of pure morning light in a 30-foot radius centered on you. Enemies must make a Constitution save or take 6d8 radiant damage and be blinded for 1 round; allies regain 3d8 hit points (half on a successful save for enemies). After using Daybreak Nova you cannot use it again until you finish a long rest.
Solar Reprisal
When a creature you can see within 30 feet deals damage to one of your allies you can use your reaction and spend 2 Radiant Ki to cause a column of sunlight to strike the attacker: the attacker takes 3d6 radiant damage (Dex save half).
Sunforged Burst
As an action you may spend 4 Radiant Ki to make two unarmed strikes. If both hit the same creature, that creature is stunned until the end of its next turn (Con save negates).
Guiding Dawn
As a bonus action you may spend 1 Radiant Ki to grant an ally within 30 feet the ability to reroll one attack roll, saving throw, or ability check within the next minute; they must take the new result. You can use this a number of times equal to your Wisdom modifier per long rest.
Transformations
Sunform
A partial transformation into living sunlight. As an action you may spend 3 Radiant Ki to assume Sunform for 1 minute. While in Sunform you gain: +10 feet movement, resistance to fire and radiant damage, your unarmed strike damage is radiant and increases by one die step, and you shed bright light in a 15-foot radius (dim to 30 feet). You can still be targeted and wear light clothing; heavy armor ends the effect. You may use Sunform once per short rest.
+10 ft movement, Resistance to fire and radiant damage, Unarmed strike damage die increases by one step and deals radiant damage, Sheds bright light 15 ft radius
While in Sunform you can use Flare Palm without spending Radiant Ki once per turn
Ends if you wear heavy armor, You are still subject to incapacitation and conditions regularly
Solar Ascendance
At 17th level you learn to become a near-avatar of dawn. As an action you may spend 8 Radiant Ki to enter Solar Ascendance for 1 minute. While ascendant you fly 30 ft, ignore difficult terrain, have immunity to fire and resistance to all other nonmagical damage, your unarmed strikes deal an extra 2d8 radiant damage, and allies within 30 feet gain temporary hit points at the start of their turns equal to your Wisdom modifier. Once you use Solar Ascendance you can't use it again until you finish a long rest (unless Dawn's Apex grants an exception).
Flight 30 ft, Immunity to fire and resistance to nonmagical damage, Unarmed strikes deal +2d8 radiant, Allies within 30 ft regain temporary HP each turn
You may choose to end Solar Ascendance early to emit Daybreak Nova (no additional cost)
Extremely draining; normally once per long rest
Auras
Solar Aura
At 10th level you can activate an aura that bathes 10 feet around you in warm light. Allies in the aura gain advantage on saving throws against being frightened and regain 1d4 hit points at the start of their turn. Enemies in the aura have disadvantage on Stealth checks. The aura is toggleable and lasts until you turn it off or fall unconscious.
Allies gain minor healing and morale benefits; enemies suffer stealth penalties.
Toggleable as a bonus action (no Radiant Ki cost after unlocking)
This aura can be toggled on or off.
Warmth of Dawn (Greater)
At 14th level Warmth of Dawn improves: the aura radius increases to 20 feet and temporary hit points granted equal to 2d6 + Wisdom modifier when used (cost becomes greater as described in feature). Allies in the aura also gain resistance to cold while active.
Stronger temp HP and added resistances to allies.
Class Features
Solar Strike (Level 1)
Radiant Ki (Level 1)
Sunborn Movement (Level 2)
Way of Dawnlight (Level 3)
Radiant Flow (Level 5)
Warmth of Dawn (Level 7)
Resource Cost: Varies (see description)
Solar Resilience (Level 10)
Sunforged Body (Level 15)
Dawn's Apex (Level 20)
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