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

Hit Die d8
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom

Proficiencies

Armor None
Weapons Simple weapons, Shortswords
Tools Calligrapher's supplies, Herbalism kit
Skills Choose 2 from Acrobatics, Insight, Religion, Stealth, Perception

Starting Equipment

• A shortsword or 10 darts
• A set of calligrapher's supplies or an herbalism kit
• Explorer's pack or a prayer book and a small carved sun emblem

Class Resources

Radiant Ki Max 4 (Regains all Radiant Ki on a short or long rest. Maximum increases by 1 at levels 5, 9, 13, and 17 (so it becomes 5, 6, 7, 8 respectively). Some subclass features and Dawn's Apex can modify usage.)

Class Abilities

Martial Abilities

Sunstrike
Attack (part of unarmed attack) 1 Radiant Ki Level 1

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.

Prerequisites:

Unarmed strike

Damage Effect
Damage: 1d4 + Wis radiant (Increases to 1d6 at 11th, 1d8 at 17th)
Flare Palm
Bonus Action 1 Radiant Ki Level 2

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.

Damage Effect
Saving Throw: Constitution
Damage: 1d6 + Wis radiant (Damage increases by 1d6 at level 11 and 17)
Conditions: blinded
Duration: Until end of your next turn on failed save
Solar Step
Bonus Action 1 Radiant Ki Level 2

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.

Utility Effect
Saving Throw: Dexterity
Damage: 1d6 radiant (Damage increases at 11th and 17th level)
Searing Parry
Reaction 1 Radiant Ki Level 2

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.

Damage Effect
Damage: 1d6 + Wis radiant (Increases at level 11 and 17)
Beacon Strike
Attack (part of attack) 2 Radiant Ki Level 3

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.

Buff Effect
Conditions: marked (allies gain advantage under conditions described)
Duration: 1 minute
Blazing Focus
Action 2 Radiant Ki Level 3

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.

Buff Effect
Damage: 1d6 radiant (Damage increases at higher levels)
Duration: 1 minute
Scorching Grapple
Bonus Effect (during grapple) 1 Radiant Ki Level 3

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.

Prerequisites:

Grapple

Damage Effect
Damage: 1d6 per turn radiant (Damage increases at level 11 and 17)
Conditions: grappled
Duration: While grapple persists
Ignite Chains
Action 3 Radiant Ki Level 5

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.

Damage Effect
Saving Throw: Dexterity
Damage: 3d6 radiant (Damage scales with level (4d6 at 11th, 5d6 at 17th))
Conditions: ignited (ongoing fire/radiant damage)
Duration: Until extinguished
Solar Meditation
Action (or 10 minutes) Level 5

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.

Utility Effect
Daybreak Wave
Action 3 Radiant Ki Level 6

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.

Damage Effect
Saving Throw: Dexterity
Damage: 4d6 radiant (Increases at level 11 and 17)
Conditions: prone
Lightfooting
Passive Level 6

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.

Utility Effect
Conditions: ignore difficult terrain while dashing in bright light
Beacon of Courage
Action 2 Radiant Ki Level 9

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.

Buff Effect
Conditions: advantage on attacks and saves
Duration: 1 minute
Dawn's Reach
Action 2 Radiant Ki Level 9

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.

Buff Effect
Conditions: extended reach
Duration: 1 minute
Daybreak Nova
Action 5 Radiant Ki Level 13

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.

Damage Effect
Saving Throw: Constitution
Damage: 6d8 (enemies) radiant (This is a capstone-level area effect recommended for higher-tier play)
Conditions: blinded
Duration: 1 round
Healing Effect
Solar Reprisal
Reaction 2 Radiant Ki Level 14

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).

Damage Effect
Saving Throw: Dexterity
Damage: 3d6 radiant (Damage increases at level 17)
Sunforged Burst
Action 4 Radiant Ki Level 17

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).

Control Effect
Saving Throw: Constitution
Damage: Unarmed strike damage physical + radiant if Sunstrike used
Conditions: stunned
Duration: Until end of next turn (on fail)
Guiding Dawn
Bonus Action 1 Radiant Ki Level 11

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.

Utility Effect
Conditions: reroll granted
Duration: 1 minute

Transformations

Sunform
1 minute 3 Radiant Ki Level 9

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.

Changes:

+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

Special Actions:

While in Sunform you can use Flare Palm without spending Radiant Ki once per turn

Limitations:

Ends if you wear heavy armor, You are still subject to incapacitation and conditions regularly

Solar Ascendance
1 minute 8 Radiant Ki Level 17

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).

Changes:

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

Special Actions:

You may choose to end Solar Ascendance early to emit Daybreak Nova (no additional cost)

Limitations:

Extremely draining; normally once per long rest

Auras

Solar Aura
10-foot radius Level 10

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.

Effect:

Allies gain minor healing and morale benefits; enemies suffer stealth penalties.

Activation:

Toggleable as a bonus action (no Radiant Ki cost after unlocking)

This aura can be toggled on or off.

Warmth of Dawn (Greater)
20-foot radius Level 14

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.

Effect:

Stronger temp HP and added resistances to allies.

Class Features

Solar Strike (Level 1)

Your unarmed strikes are suffused with solar energy. When you hit with an unarmed strike you can choose to deal radiant damage equal to 1d4 + your Wisdom modifier (minimum 1) instead of the normal extra monk damage. At level 11 this increases to 1d6 + Wis, and at level 17 to 1d8 + Wis. This radiant damage ignites flammable objects that aren't worn or carried. This effect can be used a number of times per long rest equal to your Wisdom modifier (minimum 1), or by spending Radiant Ki (see Radiant Ki).

Radiant Ki (Level 1)

You channel the inner light — Radiant Ki — to fuel your dawnlight techniques. You have a pool of Radiant Ki points. See the class Martial Abilities for a list of ways to spend them. You regain all Radiant Ki on a short or long rest. The maximum Radiant Ki starts at 4 and increases by 1 at levels 5, 9, 13, and 17.

Sunborn Movement (Level 2)

Your movement uses solar grace. You gain movement equal to your Wisdom modifier (minimum 5) that can be used once on your turn without provoking opportunity attacks while you take the Dash, Disengage, or Step (see Solar Step) action. At level 6 you can use this bonus movement twice per turn.

Way of Dawnlight (Level 3)

At 3rd level you choose a Way of the Dawnlight that shapes how you channel solar energy: the Aureate Hand (offense), the Morning Vigil (defense and control), or the Sunward Acolyte (support and healing). Your choice grants features at 3rd, 6th, 11th, and 17th level.

Radiant Flow (Level 5)

When you spend Radiant Ki on an ability that deals damage, add your Wisdom modifier to that damage. Additionally, once per turn when you deal radiant damage with a class ability you can push a creature 5 feet away or pull it 5 feet toward you (your choice) as part of the same effect.

Warmth of Dawn (Level 7)

Beginning at 7th level your presence can warm allies. As a bonus action you can spend 1 Radiant Ki to grant yourself and allies within 10 feet temporary hit points equal to 1d6 + your Wisdom modifier. At 13th level this becomes 2 Radiant Ki and 2d6 + Wis; at 17th level 3 Radiant Ki and 3d6 + Wis.

Resource Cost: Varies (see description)

Solar Resilience (Level 10)

Starting at 10th level you gain resistance to radiant and fire damage. In addition, when you would be reduced to 0 hit points while in sunlight or bright light, you may spend 2 Radiant Ki to instead drop to 1 hit point and emit a burst of light: each creature of your choice within 10 feet must make a Constitution save (DC = 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of their next turn.

Sunforged Body (Level 15)

At 15th level your attunement to solar energy toughens you. Your unarmed strike damage die increases by one step (for example 1d6 becomes 1d8) and while you are benefiting from Warmth of Dawn temporary hit points you gain +1 to AC.

Dawn's Apex (Level 20)

At 20th level you can call on the full might of the dawn. Once per long rest you may enter Solar Ascendance (see Transformations) without spending Radiant Ki. While in Solar Ascendance you regain Radiant Ki equal to half your maximum (rounded down) at the start of each of your turns.

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!