The Sun Soul, Reborn
This is a redux version of the subclass from Xanathar's Guide to Everything, updated to the current edition of the game.

Monks who are trained as Warriors of the Sun harness their inner light into radiant energy they turn against their enemies. They are sworn hunters of undead and other darkness-dwellers in the service of Freya, the Lady of Light and Goddess of the Sun. These monks are sometimes referred to as Sun Souls. This is a redux version of the XGtE subclass.
The only known monastery where this tradition is taught is Aurora's Sanctum, where a small number of high-ranking Pilgrim Knights are trained in secret. Initiates are chosen among Pilgrim Knights' priestesses, (which makes Sun Souls almost exclusively female) preferring those who most embody her light in the world.
The traditional vestments of these monks is a flowy white stola. Higher-ranking members can be identified by the decorations on their stola, in the form of Glimmersilk edge-bands, gold embroidery, or beads of amber and pearls.
High ranking Sun Souls are also tasked with judging criminal proceedings, as they are considered incorruptible. During these proceedings, they wear ceremonial veils that hide their faces.
Level 3: Radiance of the Sun

Radiant Sun Bolt is added to your options for Unarmed Strikes.
Radiant Sun Bolt: You sling a searing bolt of solar energy at the target. This counts as a simple ranged weapon with a normal range of 30 feet and a long range of 60 feet and it uses your Dexterity modifier for attack and damage. On a hit, the bolts deal one Martial Arts die of radiant damage.
When attacking Undeads, Shapechangers, or creatures with Sunlight Sensitivity, your Radiant Sun Bolts deal a critical hit on a 19.
Level 3: Resplendant Presence
The sun itself shines through you, giving you an extraordinary presence. You gain proficiency in your choice of Persuasion, Intimidation, or Insight, and you add your Wisdom modifier to any Charisma ability check you make.
Additionally, you learn the Dancing Lights cantrip, and can cast it without providing material components.
Level 6: Searing Sunburst
As an action, you can spend 2 Focus Points to hurl an incandescent orb of sunlight at a point within 120 feet. Each creature within in a 15-foot sphere centered on that point must make a Constitution saving throw or take radiant damage equal to your proficiency bonus of Martial Arts dice, or half as much on a successful save. Until the end of your next turn, the area is bathed in bright light, and dim light for 15 feet outside the radius. This light is sunlight.
Additionally, you can spend 2 Focus Points to dispel a source of magical darkness by attacking it with a Radiant Sun Bolt. If the magical darkness is caused by a spell of a level equal or lower to your proficiency bonus, it is immediately dispelled. If it is from a higher-level spell, you must make a Wisdom check, the DC of which equals 10 plus the level of the spell. On a success, the darkness is dispelled.
Level 11: Solar Flare
You add your Wisdom modifier to the damage of your Radiant Sun Bolts, and you gain resistance to radiant and necrotic damage.
Additionally, you gain Expertise in the skill you chose for Resplendant Presence.
Level 17: Glorious Halo
As a bonus action, you unleash the light within you, causing your eyes to glow and a golden halo of light to form around your body. When you do this, all creatures of your choice within a 30 feet emanation must make a Constitution saving throw or be Blinded until the end of your next turn. For one minute, you gain the following benefits:
- You shed bright light within a 30 feet emanation, and dim light for an additional 30 feet beyond that. This light is sunlight.
- Creatures who hit you with a melee attack takes radiant damage equal to half your Monk level plus your Wisdom modifier.
- You have advantage on all attacks you make with your Radiant Sun Bolts.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend 7 Focus Points to use it again.