Base Class: Monk
Monks of the Sacred River attune themselves to other planes, feeling the touch of the divine in their daily lives. Those that venture from their cloisters are often mistaken for clerics or acolytes, and the difference to the average denizen of the Material Plane is negligible. But to the purest of heart, the Sacred River flows through their veins, granting supernatural power that unites the monk with whatever holy power has reached into their heart. Arrayed in their gilded robes, the monks of the Sacred River can wield divine magic, heal their allies, and manifest the will of the gods in the greater world they inhabit.
Spellcasting
| Sacred River Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
| 3rd | 2 | 3 | 2 | - | - | - | ||||
| 4th | 2 | 4 | 3 | - | - | - | ||||
| 5th | 2 | 4 | 3 | - | - | - | ||||
| 6th | 2 | 4 | 3 | - | - | - | ||||
| 7th | 2 | 5 | 4 | 2 | - | - | ||||
| 8th | 2 | 6 | 4 | 2 | - | - | ||||
| 9th | 2 | 6 | 4 | 2 | - | - | ||||
| 10th | 3 | 7 | 4 | 3 | - | - | ||||
| 11th | 3 | 8 | 4 | 3 | - | - | ||||
| 12th | 3 | 8 | 4 | 3 | - | - | ||||
| 13th | 3 | 9 | 4 | 3 | 2 | - | ||||
| 14th | 3 | 10 | 4 | 3 | 2 | - | ||||
| 15th | 3 | 10 | 4 | 3 | 2 | - | ||||
| 16th | 3 | 11 | 4 | 3 | 3 | - | ||||
| 17th | 3 | 11 | 4 | 3 | 3 | - | ||||
| 18th | 3 | 11 | 4 | 3 | 3 | - | ||||
| 19th | 3 | 12 | 4 | 3 | 3 | 1 | ||||
| 20th | 3 | 13 | 4 | 3 | 3 | 1 | ||||
Spellcasting
When you reach 3rd level, you increase your mastery of the Weave around you, gaining the ability to cast spells.
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 Sacred River 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.
For example, if you know the 1st-level spell guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.
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 necromancy spells on the cleric spell list.
The Spells Known column of the Sacred River Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy 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 necromancy 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 gaining touch with the divinity inherent in the world. 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 wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Blessed Hands
Immediately after you make the Attack action on your turn, you can spend 1 ki point to cast one of your cantrips as a bonus action. The cantrip must have a casting time of 1 action to be used with this feature, and must only target one creature.
Purity of Soul
At 6th level, you enshrine your body in radiant power. Your body exudes sunlight for 10 feet around you, and you gain the following benefits:
- Your unarmed strikes deal radiant damage instead of bludgeoning damage.
- You can use your Wisdom modifier in place of your Intelligence modifier for Arcana and Religion checks.
Divine Defenses
Beginning at 11th level, your holiness repels the profane by its nature. You gain resistance to radiant and necrotic damage.
Additionally, when you make a Constitution saving throw against losing concentration on a spell, you can add your Wisdom modifier to the saving throw, potentially turning a failure into a success.
Celestial Avatar
At 17th level, you finally reach the enlightenment you seek. As a bonus action, you can spend 3 ki points to unleash your Celestial Avatar, a tangible representation of the holy energy coursing through your body. This avatar dissipates early if you are incapacitated or die. For 10 minutes, you gain the following benefits:
- You activate the Purity of Soul feature without spending an additional ki point.
- Bright golden wings erupt from your back, granting you a flying speed equal to your walking speed.
- Once per round, when a creature within 60 feet of you hits you with a weapon attack or spell attack, you can choose to spend 2 ki points to use your reaction to cast hellish rebuke at 1st level against the attacking creature without expending a spell slot. When cast in this way, the spell deals radiant damage instead of fire damage.
- You can use your action to spend 1 ki point to erupt with light, causing all hostile creatures within 30 feet to make a Constitution saving throw against your ki save DC. Every creature that fails this saving throw is blinded for 1 round.
Previous Versions
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