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Sun Soul Monk (Monk Kit)

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

Advantages

  • 2nd level: may use Sun Soulray once per day.
    • Sun Soulray: A blast of light from the open palm dealing 1d8 damage every 2 levels (max 5d8). +6 damage vs. undead.
  • 5th level: may use Flaming Fists once per day.
    • Flaming Fists: For 1 round, unarmed attacks deal an extra 2d6 fire damage per hit. Duration: 2 rounds at level 9, 3 at 12, 4 at 15, 5 at 25.
  • 6th level: +1 use of Sun Soulray.
  • 8th level: may use Greater Sun once per day.
    • Greater Sun: Wreathes the Monk in flames — 50% Fire Resistance and Fireshield (Red) within a 5-ft. radius (1d8+2 fire damage to attackers).
  • 10th level: +1 use of Sun Soulray.
  • 13th level: may use Sun Soulbeam once per day.
    • Sun Soulbeam: A dazzling burst of light strikes all other creatures within 30 ft. Melee attack at the Monk's current THAC0 (+3 vs. undead). Hits deal 9d6 damage (9d6+3 vs. undead) — save vs. Spell for half. All struck creatures must also save vs. Spell or be blinded for 2 hours.
  • 15th level: +1 use of Sun Soulray.

Disadvantages

  • Alignment restricted to lawful good.
  • May not use Stunning Blow.
  • May not use Quivering Palm.

When to pick it

  • The Sun Soul kit transforms the Monk into a hybrid melee/spell damage class — Sun Soulbeam in particular is a high-level area nuke unique to this kit.
  • Fire-based abilities make Sun Soul Monks an outstanding option against IWD:EE's cold-based enemies.

Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Sun Soul Monk (Monk Kit)".