Base Class: Monk
Devoted religious disciples, the monks of Way of the Divine Fist find enlightenment within faith and a life of following their deity's tenets. It is through this, that they learn to focus their ki to both heal and harm.
Often found enjoying the company of clerics or paladins that share or acknowledge their dogma, these monks usually come from deeply religious monasteries. Whatever the case may be however, monks of the Way of the Divine Fist harness sacred power to perform miraculous martial feats and magical healing alike.
Spellcasting
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Way of the Holy Soul Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.
The Spells Known column of the Way of the Holy Soul Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through faith and devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Lay on Hands
When you take this Way at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Radiant Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can spend 1 ki point to open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Mirror Technique
By the 11th level you gain the ability to use your ki to heal more efficiently. Any time you use your lay on hands ability to heal someone, you can spend 2 ki points and give that same amount of hit points to a second person (including yourself). This additional healing does not lower your pool of healing points.
Divine Form
As an action, you cause ethereal angelic (good or neutral) or demonic (evil) wings to appear on your back. For the next minute, you have a flying speed equal to double your walking speed. In addition, all of your attacks deal and additional 1d10 radiant (good or neutral) or necrotic (evil) damage on a hit. Once you use this feature, you cannot use it again until after you finish a long rest.
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