Monk
Base Class: Monk

The Way of Hope is a unique technique, developed by a planewalking monk whose name was lost to time. Legends say he still wanders the darkest parts of the multiverse as a free spirit, bringing change to the lands he passes through and burning vigor to those that stand up against the perilous foes that oppress the weak.

Integrating the grief of a great loss and an ancient technique that gathered energy from a hope more radiant than the Sun, this monk developed his own way of channeling his inner fighting spirit, so much so that Thondar, a titanic being of pure Order from the Astral Plane, chose him as one of his champions and granted him his favor for the coming trials, just after he had helped him solve a great conflict that had put the multiverse in great danger. 

Hope is the living flame inside the soul, the spirit of freedom that allows mortals to overcome any challenge, no matter how impossible it seems. With enough mastery and experience, the apprentices of this path can aspire to become the best fighters against the greatest threats to the multiverse.

Fists of Sunfire

Starting when you choose this tradition at 3rd level, your inner courage manifests itself as pure radiance pouring out of your relentless unarmed strikes. The amount of attacks you can deal with your Flurry of Blows feature is now equal to your Proficiency Bonus.  

At 6th level, you can choose to deal Radiant damage, instead of Bludgeoning, with any unarmed strike you successfully hit.

Eternal Fortitude

At 6th level, your determination pushes your body over the limits of mortal endurance & resilience. 

Every time you take damage from an external source (i.e an enemy, the environment, spell or area effect) you can choose to use your Reaction to either:

  • Reduce the damage by an amount equal to your Monk level. As part of the same Reaction, you can choose to spend 1 Ki Point to make an unarmed strike against a hostile creature within your range.
  • Take the full hit, concentrating on your breathing and embracing the pain as a source of strength for later. You regain Hit Dice equal to half your proficiency bonus (rounded up), as long as you do not already have your Hit Dice pool full.
     

Radiance Unchained

Beginning at 11th level, you can enter a flow-like state in the midst of battle, channeling all your spirit into releasing your true potential. Radiant waves of energy arc from your skin, not unlike the chains of light that are released during a solar storm, cleansing you inwards and outwards.

As an Action during combat, you can spend 6 Ki Points to instantly end one condition on yourself that is causing you to be Restrained or Incapacitated (as long as you are not Unconscious), and start channelling the fury of your soul. For the next minute, all your attacks deal an additional 1d6 of Radiant damage on a hit. If you are below half of your maximum hitpoints at the time of using this feature, you also gain a number of temporary hitpoints equal to your Monk level.

If you do not succesfully hit any attacks in any one of the turns for the duration, following the activation of this feature, you lose the added damage bonus.

Champion of Order

At 17th level, you are chosen by Thondar to maintain order in all of the universe, protecting the fundamental laws that allow mortals to have hope in the first place.

When faced with an attack that would leave you at 0 hitpoints or less, roll a Wisdom saving throw against the attacking creature's CR. On a success, you stay conscious at 1 hitpoint and reflect all the coming damage to the target as Radiant damage. On a fail, you fall unconscious.

You can only use this feature once per Long Rest. 




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