Base Class: Monk
Monks of the Way of the Divine are holy warriors that live in servitude to a deity, unflinchingly following their will with conviction. The deity leads their followers to a path of enlightenment that slowly fuses the internal energy of ki with divine power. These monks are often clergy members and only go out into the world on orders from their higher ups or their deity directly. Cults and Monasteries of this way teach their monks to value obedience, devotion, and faith above all else, and train them to remain steadfast, regardless of the challenges they may face.
Divine Arts
Starting When you choose this tradition at the 3rd level, you cycle divine power throughout your body to begin the process of infusing it within your ki. As this new 'divine ki’ circulates throughout your body, the teachings from your deity allow you to use this power to duplicate the effects of certain spells. You gain the guidance cantrip if you don’t already know it, and as an action, you can spend 2 ki points to cast bane, bless, cure wounds, lesser restoration, or protection from evil and good, or zone of truth, without providing material components. To cast bane, bless, or cure wounds at higher spell levels, spend 1 additional ki point for each additional spell level. The maximum spell level you can cast this way is equal to your proficiency bonus.
Implements of Divinity
Starting at the 6th level, you have learned to condense the divine ki circulating in your body and use it to enhance your martial prowess and ability to heal. By applying divine ki in conjunction with a successful hit using an unarmed strike or monk weapon, you can deal extra damage. The extra damage is equal to a roll of your Martial Arts Die and the damage type is your choice but is limited to a damage type associated with the deity you serve (GM’s discretion). You can use this feature only once per turn and the extra damage increases by one Martial Arts Die at the 11th and 17th level respectively.
Additionally, once per long rest, you may double the amount of hit points restored for one creature healed by a spell that uses divine ki. You can use this feature twice between long rests starting at 11th level and three times between long rests starting at 17th level.
Divine in Nature
Starting at 11th level, your body is reformed by divine ki as you infuse it into your blood and bones. Your divine ki enhances your physical and mental resiliency giving you advantage on Constitution and Wisdom Saving throws. You also learn two new spells from your teachings, Divine Step and Divine Aura.
Divine Step. As an action, you spend 5 ki points to teleport yourself from your current location to any other spot within 300ft. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction. Immediately after you disappear, divine energy erupts and each creature within a 15-foot radius of the space you left must make a Constitution Saving Throw, taking a damage type associated with your deity equal to 4d10 plus your Wisdom modifier on a failed save, or half as much damage on a successful one.
You can bring along objects if their weight doesn’t exceed what you can carry. You can also teleport willing creatures Large or smaller who are carrying gear up to their carrying capacity. For every willing creature that teleports with you spend 1 additional ki point. The creature must have been within the 15-foot radius when you used this skill, and there must be an unoccupied space within 15 feet of your destination space for the creature to appear in; otherwise, the creature must also make a Constitution Saving Throw taking 4d10 plus your Wisdom modifier on a failed save, or half as much damage on a successful one as they are left behind.
Divine Aura. A flood of healing energy flows from you as you use your divine ki to heal and protect the injured creatures around you. As an action, spend 5 ki points to restore hit points equal to 4d10 plus your Wisdom modifier to you and any creature that you can see within range. Additionally, you and every creature chosen gains +2 to their current AC until the end of your next turn and are cured of any effect making them blinded and/or deafened. This spell has no effect on undead or constructs.
Enlightened
Starting at the 17th level, you can sacrifice some of your blood essence to temporarily gain enlightenment and ascend towards divinity. As an action, spend 3 ki points to enter a state of enlightenment that allows you to cast the spells from the Divine Arts and Divine in Nature features as a bonus action. In this state, the cost of those spells is also reduced by 1 ki point (excluding guidance). This effect lasts for 1 minute and once you use this feature you can’t do so again for 24 hours.
Additionally, while in this state the radius and teleporting distance of Divine Step can be increased up to 30ft and 600ft respectively, and the range for Divine Aura is increased to 120ft.







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