Base Class: Monk
Monks of the Way of the Heavenly Chains are those that value strength and control. They could be inquisitors who bind and interrogate, or they could be the warden that disciplines and banishes evil forces. If one were to request the services of such a monk, dark forces are likely the root of the problem. Way of the Heavenly Chains monks are able to weave their chain attacks in between their unarmed attacks with a ferocity and precision that will put most demons on alert.
Heavenly Chains
3rd-level Way of the Heavenly Chains feature
Your devotion to your deity allows you to summon four Heavenly Chains. As a bonus action, you can spend 1 ki point to summon the heavenly chains. When you do so, each creature of your choice that you can see within 20 feet of you must succeed on a Dexterity saving throw or take radiant damage equal to two rolls of your Martial Arts die.
For 10 minutes, these wrap and hover around your arms. You determine the chains' appearance, and they vanish early if you are incapacitated or die. While the chains are present, you gain the following benefits:
- Add 1 to your AC.
- You can use the chains to make unarmed strikes.
- When you make an unarmed strike with the chains on your turn, your reach for it is 15 feet greater than normal.
- The unarmed strikes you make with the chains can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is radiant.
- When you are struck by a melee attack, you may use your reaction to immediately lash out with your chains dealing radiant damage equal to two rolls of your martial arts die on a hit.
Inquisitor's Chains
6th-level Way of the Heavenly Chains feature
Your chains can bind and restrict creatures. When you hit a creature with an a chain attack from your Heavily Chains feature on your turn, you can use a bonus action to attempt to grapple the target. If you have hit them twice on the same turn, you have advantage to grapple.
At the beginning of each of their turns, a grappled creature takes 1d4 radiant damage. While a creature is grappled in such a way, you can still freely use the other two Heavenly Chains to attack them or other creatures within your range.
On your next turn, if you so choose, you can grapple the creature with your remaining two chains. Doing so increases the damage the grappled creature receives at the start of their turn to 1d8 radiant damage.
Confine The Unholy
11th-level Way of the Heavenly Chains feature
Dark and evil creatures no longer can withstand your punishment. Once on your turn, if an aberration, fiend, or undead creature is grappled by all four of your chains, you can attempt to confine it to a prison dimension of your design. The creature must make a WIS saving throw or immediately takes 3d10 radiant damage and be banished to the pocket dimension for up to 10 minutes, requiring the Monk to concentrate to maintain the feature. Once 10 minutes has elapsed, or concentration has dropped, the effect is dispelled and the creature appears where it was when the Monk confined it and the creature is no longer grappled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 4 ki points to use this feature again.
Divine Chains Domain
17th-level Way of the Heavenly Chains feature
Your control of the Heavenly Chains has extended into an intense aura that both damages and protects those around you.
While the chains are present, you gain the following benefits:
- After you take the attack action and are not grappling with all four of your chains, you can make a special attack with your chains on one creature within 20 feet that you did not attack.
- All allies within 20 feet of you are extended the benefit of the Heavenly Chains feature and add 1 to their AC. If they leave the radius, they lose this benefit.
- If an ally within 20 feet of you is hit with an attack, you can use your reaction to roll one martial arts die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
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