Base Class: Monk
Some choose to be Paladins or Clerics for their chosen deities, you are not some.
Warriors of the Pantheon are philosopher warriors. Taking steps to help in times of need.
Acolyte of the Gods
3rd-Level Warrior of the Pantheon Feature
You can channel divine power to magnify your presence and imbue your unarmed strikes. You gain the following benefits:
Knowledge of the Past. You gain proficiency in history and religion.
Supernatural Strike. When you damage a target with an unarmed strike, you can change the damage type radiant or necrotic.
Sanctuary. You can cast the Sanctuary spell at will, targeting two creatures at the cost of one Focus Point. Casting the spell again, removes the effects from the previous cast.
Tongue of Gods. You learn to speak, read, and write Celestial or one other language of your choice. You can use your Wisdom modifier when rolling a Charisma (Persuasion) check.
Pacifier
6th-Level Warrior of the Pantheon Feature
You can stoke the flames of Pacifism. If a creature you can see within 30' of you deals damage to another creature, you can spend one Focus Point and a reaction to force them to make a Charisma Saving throw. On a failed save, the creature is incapacitated and takes radiant or necrotic damage equal to your martial arts die. On a successful save, they are not incapacitated and take half damage. Creatures who are immune to the charmed condition are immune to this effect.
Communion
11th-Level Warrior of the Pantheon Feature
You have been granted communion with the Gods. You can cast Communion once per long rest. Once you have cast communion, you and a number of allies equal to your Wisdom modifier gain a d4 on all d20 rolls until the end of your next long rest.
Instrument of Damnation
17th-Level Warrior of the Pantheon Feature
The gods breathe life into you, granting you a temporary boon.
As a bonus action, you can take on the form of the Instrument of Damnation granting the following effects:
- You shine bright light out to 30' and dim light out for an additional 30'.
- You are resistant to all damage but necrotic and radiant.
- Your AC increases by 2.
- Enemies starting their turn within 5' of you must make a Constitution saving throw at the start of their turn or be blinded.
You can transform once per long rest or spend 7 focus points to re-enter the form.
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