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Sun Soul Monk (Monk Kit)

Sun Soul Monks were once worshippers of Amaunator in the time of Netheril; today their worship is divided between Lathander, Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it.

Advantages

  • 2nd level: Sun Soulray (once per day):
    • Projects a blast of light from an open palm — 1d8 damage every 2 levels to a maximum of 5d8, with an extra +6 damage vs. undead.
  • 5th level: Flaming Fists (once per day):
    • Channels inner light into unarmed attacks for an extra 2d6 fire damage per hit for 1 round. Duration scales to 2 (lvl 9), 3 (12), 4 (15), 5 (25) rounds.
  • 6th level: additional use of Sun Soulray.
  • 8th level: Greater Sun (once per day):
    • Acts as Fire Shield (Red) — 50% fire resistance and 1d8+2 fire damage to attackers within 5 ft.
  • 10th level: additional use of Sun Soulray.
  • 13th level: Sun Soulbeam (once per day):
    • A 30-ft. radius melee attack using current THAC0 (+3 vs. undead). 9d6 damage (9d6+3 vs. undead), save vs. Spell for half; all creatures except the Monk save vs. Spell or blind for 2 hours.
  • 15th level: additional use of Sun Soulray.

Disadvantages

  • Alignment restricted to Lawful Good.
  • May not use Stunning Blow ability.
  • May not use Quivering Palm ability.

When to pick it

  • Sun Soul Monks are uniquely lethal against undead — Sun Soulbeam in a vampire-filled crypt can clear a room.
  • Losing Quivering Palm at 13th level is a steep cost compared with the base Monk's late-game power.

Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Sun Soul Monk (Monk Kit)".