Base Class: Monk
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Lucent Strike
At 3rd level, your unarmed strikes and monk weapon strikes deal radiant damage, when used on a creature capable of possessing creatures they take an additional damage equal to 1 roll of your martial arts die of radiant damage.
Expose the Corrupted
At 3rd level, you gain the ability to detect creatures that are being manipulated physically or magically. As an action, you can detect a possessed/charmed/frightened creature or an object that is possessed (animated armor, animated objects, etc.) within 30ft. This feature can be used a number of time equal to 1+your WIS mod. When you finish a long rest, you regain all expeneded uses.
Unshakeable Spirit
At 6th level, you are better trained/protected from effects that alter the mind. Once per long rest, you gain advantage on 1 roll when being possessed/charmed/frightened. You may also grant yourself this advantage again for 2 ki points. At 11th level, you instead give yourself a bonus to the save equal to your wisdom modifier.
Purge the Tainted
At 6th level, you have honed your ability to purge manipulators, and have gained the ability to free those who have been affected. If an ally is being possessed/charmed/frightened you may use your action to spend 1 ki point to touch the ally and force them to reroll to remove the possessed/charmed/frightened condition, with this roll they can add your wisdom modifier.
Aura of Clarity
At 11th level, your Unshakeable Spirit grows so strong that it spreads to others around you. You gain an aura of 15ft, where if an ally has to make a saving throw against being possessed/charmed/frightened they make that saving throw with advantage, and if they succeed the creature who tried to possess/charm/frighten said ally will take 3 rolls of your martial arts die in radiant damage.
Cleanse the Land
At 11th level, you can now can spend 4 ki points to cast Hallow without needing components, even those that have a gold cost.
Mantra of Passing
At 17th level, you now have gained the ability to weaken those you designate. At the start of your turn, you may use 5 ki points to conjure a mark onto a creature within 30ft, this mark lasts until the end of your current turn. The creature that is marked must make a wisdom saving throw (the creature can have advantage if the creature can have expertise in religion) equal to 8+your WIS modifier+proficiency bonus. While the creature is marked, they take double damage from all sources and they lose any immunity's or resistances they otherwise would have.







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