Monk
Base Class: Monk

Monks of the Celestial Gate are chosen by their fury that burns in their heart. They learn to harness their radiant energy in to damaging balls and beams of light.

Radiant Scatter Shot

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.Replaces action a number of attacks equal to a d4 + your Proficiency score with a range of 60 feet. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls.

Its damage is radiant, and its damage die is a d6 + Wisdom modifier..

When you take the Attack action on your turn and use this attack as part of it, you can spend 1 ki point to make this single 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.

Monastic Focus

You Gain resistance against bludgeoning attacks only, you can use flurry of blows, patient defence and step of the wind without using Ki points during this phase. You gain advantage for Constitution saves and checks.

This can be used a number of times equal to your proficiency bonus per long rest

Radiant Soul Blast

At 6th level, you gain the ability to channel your ki into destructive beam of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast this as a bonus action. Your opponent must pass wisdom save 10+ your wisdom modifier + your martial art die. If the enemy fails, they must take 4d8 radiant damage.

Can used additional ki points to added per point 1d8 radiant damage

Brave Punisher

At 11th level, you gain the ability to charge headlong in to an opponent within 15 feet of you and in a straight line. Your rush adds an additional +5 to your attack roll.

If your attack hits, your opponent takes 2d10 +dexterity & wisdom modifiers of radiant damage. Your opponent must pass wisdom save 18, if your opponent fails they are stunned until the end of your next turn.

Final form

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. Your Armour save increases by +4. Your also gain advantage on dexterity and constitution saves.

Any attacks gain an additional 4d12 radiant damage until the effect ends

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal 2d10 radiant damage to the creature.This lasts for 1 minute and can only be used once per short rest.

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