Monk
Base Class: Monk

Monks that follow the way of Guiding Light believe in Aridis’ way of peace and judgment. Aridis is the mother goddess that created all life in this land, after defeating the ancient Order and Chaos Dragon Gods. She teaches that while each life is sacred at creation, there are ways that life can stray from her Path. 

 

The monks in this order do not stay shut away in their monastery, as they travel around sharing her Light with remote villages, towns and cities. They help out in times of crisis and spread her word, and openly recruit others to join the order.

Guiding Hand

3rd-level Way of Guiding Light feature

Your touch, guided by the Goddess Aridis, is radiant; healing to friends, and harmful to foes. 

As an action you can spend 1 ki point to touch a creature and grant temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you hit a creature with an unarmed strike you can spend 1 ki point to deal radiant damage equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing or harming.

Guiding Arts

3rd Level Way of Guiding Light Feature

Guiding Arts. Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast augury, blur, branding smite, or silence without providing material components. You gain the guidance cantrip if you don’t already know it.

 

Enhanced Guiding Hand

6th-level Way of Guiding Light feature

Your touch increases in potency, as blessed by the Goddess and following her Way.

When you use Guiding Hand to heal a creature, you can also end one disease or one of the following conditions: blinded, deafened, paralyzed, frightened, or stunned.

Your harmful touch on a creature can subject them to the blinded, stunned condition until the end of your next turn. 

Light Step

6th level Way of Guiding Light feature

Light step. At 6th level you gain the ability to step from one light source to another. When you are in a well, or dimly lit area as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also well or dimly lit. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Light

11th-level Way of Guiding Light feature

Cloak of Light. You have learned to become one with Light. When you are in an area of bright, well, or dimly lit areas, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or the source of light is extinguished.

Searing Light

17th-level Way of Guiding Light feature

Searing Light. You gain the ability to create either an orb or a ray of light that erupts into a devastating explosion. As an action, you can expend 3 ki points to magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. OR you can create a ray of radiant light that erupts from you that is 10 feet wide and 150 feet long.

Each creature in a 20ft radius sphere (orb) or within 15ft (ray),  takes 4d10 radiant damage, or must succeed on a wisdom saving throw to take half damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending additional ki points. Each point you spend, to a max of 3, increases the damage by 2d6.

Previous Versions

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