When you choose this monastic tradition at level 3, you start getting the divine power. Whenever you hit a creature with a melee attack on a battle (after rolling initiative), the creature suffers from extra 1d8 radiant damage. A creature can be affected by this once per turn.
Also you gain resistance to radiant and necrotic damage. You gain the Light cantrip if you don't already know it. You cast it without material components.
Roll a d4 and you gain that a physical feature, or you can add a feature every time you gain a Way Of The Divine strike level:
1. Your eyes glow
2. You gain a white mark on your skin
3. Your hair turns white
4. You gain a small halo
Peak reflexes
At level 6 your divine powers are getting stronger. You know the guiding bolt spell. You can cast this spell as only as a reaction when a creature makes an attack roll against you or your allies that you can see. When you cast it, it automatically casted as 1st level, and you can pay 2 ki points to cast it with an additional level. 2 points per level.
You can use this feature number of times equals to your of your wisdom modifier and regain this feature after a long rest.
You also gain proficiency in Religion skill and can speak, read and write in Celestial.
Radiant assist
At level 11, you have advantage on dexterity saving throws.
Also, you can cast guiding bolt after you make an attack on a creature. When you cast it, it automatically casted as 1st level, and you can pay 2 ki points to cast it with an additional level. 2 points per level. You can use this feature number of times equals to your of your wisdom modifier and regain this feature after a long rest.
Whenever you hit a creature with guiding bolt (as a reaction or after an attack), you can spend 2 ki points to make the creature make a constitution saving throw, and on a failed save, it becomes blind until the end of your next turn or (your choice) strength saving throw ,and on a failed save, it being pushed 15 ft back in the direction of the guiding bolt.
Striking aura
At level 17 your divine powers are getting into peak phase. As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts it's turn in the bright light, the creature takes 10 radiant damage. You also double the radiant damage from your attacks against them as well they have disadvantage on saving throws against any spell that deals fire or radiant damage.
Once you use this feature, you can't use it again until you finish a long rest.
I like it. I would have the Guiding bolt fueled by Ki instead of by wisdom (1 kit to cast at 1st level, 2 ki at 2nd level ...)
I would also add some more spells, maybe branding smite, Moonbeam and protection from evil and good.
The thing is, I don't want to make players to waste ki points on spells like in Sun Soul and 4 Elements, because that decreases the amount of the main features like stunning stike, flurry of blows etc. So you are gonna have the lowest spell slot equals to wis + have bonuses, and then increase the spell by ki if you want.
I like it. I would have the Guiding bolt fueled by Ki instead of by wisdom (1 kit to cast at 1st level, 2 ki at 2nd level ...)
I would also add some more spells, maybe branding smite, Moonbeam and protection from evil and good.
The thing is, I don't want to make players to waste ki points on spells like in Sun Soul and 4 Elements, because that decreases the amount of the main features like stunning stike, flurry of blows etc. So you are gonna have the lowest spell slot equals to wis + have bonuses, and then increase the spell by ki if you want.
Ok.
I have played a shadow sorcerer and thought the Ki for spells was awesome. Personally I would give up the "free" uses to be able to use it more often.
If you don't make it use ki, then you shouldn't add more spells I don't think.
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Divine power
When you choose this monastic tradition at level 3, you start getting the divine power. Whenever you hit a creature with a melee attack on a battle (after rolling initiative), the creature suffers from extra 1d8 radiant damage. A creature can be affected by this once per turn.
Also you gain resistance to radiant and necrotic damage. You gain the Light cantrip if you don't already know it. You cast it without material components.
Roll a d4 and you gain that a physical feature, or you can add a feature every time you gain a Way Of The Divine strike level:
1. Your eyes glow
2. You gain a white mark on your skin
3. Your hair turns white
4. You gain a small halo
Peak reflexes
At level 6 your divine powers are getting stronger. You know the guiding bolt spell. You can cast this spell as only as a reaction when a creature makes an attack roll against you or your allies that you can see. When you cast it, it automatically casted as 1st level, and you can pay 2 ki points to cast it with an additional level. 2 points per level.
You can use this feature number of times equals to your of your wisdom modifier and regain this feature after a long rest.
You also gain proficiency in Religion skill and can speak, read and write in Celestial.
Radiant assist
At level 11, you have advantage on dexterity saving throws.
Also, you can cast guiding bolt after you make an attack on a creature. When you cast it, it automatically casted as 1st level, and you can pay 2 ki points to cast it with an additional level. 2 points per level. You can use this feature number of times equals to your of your wisdom modifier and regain this feature after a long rest.
Whenever you hit a creature with guiding bolt (as a reaction or after an attack), you can spend 2 ki points to make the creature make a constitution saving throw, and on a failed save, it becomes blind until the end of your next turn or (your choice) strength saving throw ,and on a failed save, it being pushed 15 ft back in the direction of the guiding bolt.
Striking aura
At level 17 your divine powers are getting into peak phase. As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts it's turn in the bright light, the creature takes 10 radiant damage. You also double the radiant damage from your attacks against them as well they have disadvantage on saving throws against any spell that deals fire or radiant damage.
Once you use this feature, you can't use it again until you finish a long rest.
I like it. I would have the Guiding bolt fueled by Ki instead of by wisdom (1 kit to cast at 1st level, 2 ki at 2nd level ...)
I would also add some more spells, maybe branding smite, Moonbeam and protection from evil and good.
The thing is, I don't want to make players to waste ki points on spells like in Sun Soul and 4 Elements, because that decreases the amount of the main features like stunning stike, flurry of blows etc. So you are gonna have the lowest spell slot equals to wis + have bonuses, and then increase the spell by ki if you want.
Ok.
I have played a shadow sorcerer and thought the Ki for spells was awesome. Personally I would give up the "free" uses to be able to use it more often.
If you don't make it use ki, then you shouldn't add more spells I don't think.