Base Class: Monk
Monks of the Divine Form usually spend years in solitude, studying ancient tomes and poring over holy texts. They devote themselves wholly to a god, or to an ideal, in worship and in study. They train their bodies and minds to enable them to tap into Ki to aid others, healing and protecting them from harm. Some are chosen by a certain god as a champion, while others are content to worship silently and bring gradual change to the world. Occasionally the gods see fit to grant boons to these individuals to help them in their journeys as well. These monks are usually found among temples, priests, and acolytes; although just as often have entire monasteries hidden away in the depths of the wilderness.
Healers by nature, these monks prefer to see the world change for the better, and do their part in helping to establish that change. Some travel from village to village, manipulating Ki to remove illnesses and heal the wounded; while others prefer to take a more front-line approach, taking to the wilds with other adventurers to do battle with evil and darkness. Regardless of their methods, monks of this tradition are widely recognized and respected as both healers and leaders.
Gift of the Divine
Starting when you reach 3rd level, you have extensively studied an exotic language that relates directly to the Outer Planes. Learn one language from Celestial, Abyssal, or Infernal.
You have also been blessed by your god, granting you a minor boon of fortitude. Your hit point maximum increases by a number equal to your total monk level. It increases by 1 again whenever you should gain a level in this class.
Additionally, you have been granted knowledge of how to cast the Light cantrip by your god.
Blessed Touch
Also at 3rd level, you have been blessed by your god with a touch that can heal wounds. You have a pool of d6's that you spend to fuel this healing. The number of dice in the pool is equal to 1 + your monk level. As a bonus action, you can touch a creature and expend a d6. Roll it and restore a number of hit points equal to the number rolled plus your Wisdom modifier to the target. You may empower this healing by spending a Ki point. When you do, you may expend a number of d6's up to your Wisdom modifier. Roll them, add them all together, and restore a number of hit points equal to the total number plus your wisdom modifier to the target. You regain all expended dice when you finish a long rest.
Channel Divinity
Starting at 6th level, in your worship, you have been granted a divine link to your god, with which you can channel their power to fuel magical effects. You gain two such effects when you gain this feature: Turn Undead, and Restoration Wave. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest before using your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your monk save DC. Beginning at 11th level, you can use Channel Divinity twice, instead of once, between rests.
Restoration Wave
You may use your action and touch a single creature this turn, expending your Channel Divinity. When you do so, you lightly and quickly press various pressure points on the body of the creature. Instead of doing damage, your blows manipulate their Ki to create a wave of restorative energy that courses through the target. Choose either the Lesser Restoration or the Remove Curse spell, which is then cast on the target.
Alternatively, if the creature is possessed, you may use this Channel Divinity feature to remove the possession effect on the creature, targeting whatever creature is doing the possessing. The target makes a charisma saving throw. On a successful save, the target maintains it's possession and nothing else happens. On a failed save, the target is removed from the initial creature. Then roll 3 Martial Arts die, adding your Wisdom modifier to the rolls. Target takes that much radiant damage as it is forcefully expelled from the body of the creature.
Turn Undead
As an action, you align yourself with the Ki around you and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. lt also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Elixir of Life
Beginning at 11th level, you gain the ability to manipulate the Ki of life and death, funneling your own life force into that of a fallen companion. Choose a creature that has been dead for no more than one minute. As an action, spend 3 Ki points and touch the creature. Target creature is revived as per the Revivify spell. When you do this, make a Constitution saving throw, with a DC of 10. On a successful save, the spell succeeds and nothing happens to you. On a failed save: the spell succeeds, but you drop to 0 hit points and are stabilized. At 17th level, you have advantage on this Constitution saving throw.
Channel Divinity
At 11th level, your prayers have been heard, and your Channel Divinity effects are increased in potency.
Abjuration Wave
Starting at 11th level, when you use your Restoration Wave feature, you may choose from additional spell effect options: Greater Restoration, or Dispel Evil and Good.
If you should choose to use Dispel Evil and Good, the range of the spell becomes touch and the creature you target with Restoration Wave is the one to feel its effects. You may choose to use the Break Enchantment feature of the spell at any point while the targeted creature is affected by Dispel Evil and Good, so long as you are within touch range. You can not choose the Dismissal feature of the spell when you use it in this way.
Alternatively, you may target a hostile creature with your Restoration Wave. When you do, you use the Dismissal feature of the Dispel Evil and Good spell on that creature.
Destroy Undead
Starting at 11th level, when an undead fails its saving throw against your Turn Undead feature, it is destroyed if it is below a certain CR. That threshold is CR 1 or lower at 11th level. At 14th level the threshold increases to CR 2 or lower. At 17th level the threshold increases again to CR 3 or lower.
Resolution
At 17th level, your days in prayer and study, as well as your days travelling, have hardened your resolve. Whenever you gain hit points, you gain advantage on your next melee attack, as well as temporary hit points equal to half of your monk level. This benefit lasts until the end of the next round of combat.
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