Base Class: Monk
Monks of the Way of the Holy Warrior have learned to channel their negative energy into holy radiant energy. They teach that through meditation and prayer, they can unlock the ability to unleash their negative energy in a new way.
Holy Ray
Starting when you choose this tradition at 3rd level, you can hurl holy rays 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 is equal to your Martial Arts die.
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.
Holy Orb
At 6th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 30-foot-radius sphere must succeed on a Dexterity saving throw or take radiant damage equal to your Martial Arts die.
You can increase the sphere’s damage by spending ki points. The damage increases by one Martial Arts die per ki point spent. The maximum number of ki points you can spend is equal to your proficiency bonus.
Holy Strikes
By 11th level, you are so suffused with holy might that all your Monk weapons, Unarmed strikes, and Holy Ray carry divine power with them. Whenever you hit a creature with a Monk weapon, unarmed strike, or Holy Ray, the creature takes an additional 1d6 in radiant damage.
Holy Aura
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. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom and Dexterity modifiers.
Also, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
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