Base Class: Monk
Celestial Artist
When you adopt this Monastic Tradition at 3rd level, you master the techniques necessary to become a monk of the Sacred Inks. You learn to speak, read, and write Celestial. Though most monks will refuse to speak Celestial out lout out of reverence for the divine.
You also gain proficiency with calligrapher's supplies, and you can add double your proficiency bonus to any ability check you make that uses your calligrapher's supplies.
Divine Conduit
Your Celestial tattoos allow you to channel the radiant power of the upper planes through your hands. Starting at 3rd level, you can align yourself with an aspect of the upper planes. At the end of a short or long rest, choose one of the following abilities, which lasts until the end of your next rest.
Divine Shield. You can channel the power of your sacred tattoos to shield you. You gain a bonus to your Armor Class equal to half your proficiency bonus (rounded up). In addition, you can expend 1 ki point as a bonus action to grant yourself temporary hit points equal to your level.
Healing Touch. The power of your sacred tattoos can heal. When a spell or other feature restores your hit points, you regain additional hit points equal to your Wisdom modifier. As an action on your turn, you can spend 2 ki points and touch a willing creature, restoring their hit points by an amount equal to 1d8+ your Wisdom modifier + half your level.
Radiant Strike. You can channel the power of your sacred tattoos to smite your enemies. When you hit a creature with an unarmed strike and expend a ki point(s), you can deal extra radiant damage to the target. You deal 1d6 for each ki point you expend, to a maximum of 6d6 additional radiant damage.
Heavenly Protection
Upon reaching 6th level, your connection to the divine, and the complexity of your celestial tattoos has grown, allowing you to protect yourself from death. You can cast death ward, targeting only yourself, without expending a spell slot. Once you cast death ward in this way you must finish a long rest before you can cast it in this way again.
Light of The Heavens
Your sacred tattoos can provide a glimpse of the divine. Starting at 11th level, you can cause your celestial tattoos to emit the light of the upper planes. As a bonus action, you can emit bright sunlight in a 10-foot radius. While this feature is active, you add your Wisdom modifier (minimum of 1) to any temporary hit points you grant, hit points you restore, or damage you deal using your Divine Conduit features. This feature lasts for 1 minute unless you end it as a bonus action or fall unconscious. Once you use this feature you must finish a short or long rest before you can use it again.
Celestial Aspect
You have become a master of the Sacred Ink, and the divine art that covers your body is a direct reflection of otherworldly beauty. Starting at 17th level, you can use an action to briefly assume a celestial form. For the next minute you gain the following benefits:
- Your celestial tattoos manifest angelic wings. You gain a flying speed equal to your movement speed.
- When you hit a creature with an unarmed strike you can choose to deal radiant in place of bludgeoning damage.
- Your attacks deal an additional 1d6 radiant damage on hit.
- You gain access to all three abilities from your Divine Conduit feature for the duration.
Once you use this feature you must finish a long rest before you can use it again, unless you expend 6 ki points to use it.
Previous Versions
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9/27/2022 6:16:40 AM
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6
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1A
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Coming Soon
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