Monk
Base Class: Monk

Monks who follow the Way of the Sanctified Hunt devote themselves to the eradication of supernatural threats. Trained by an older mentor or a secretive order, these hunters blend graceful martial arts with holy rites and specialized weaponry, standing against vampires, fiends, and other nightmares that prey upon mortals.

Hunter’s Initiation

When you choose this tradition at 3rd level, you gain the following features.

Monster-Hunting Proficiencies

Choose two of the following skills to gain proficiency in: Arcana, History, Insight, Investigation, Nature, or Perception. Alternatively, you can replace one of these skill choices with proficiency in one tool of your choice, reflecting your specialized training.

Sanctified Weapon

You learn to sanctify a particular weapon for hunting monsters:

  • Choose One Weapon. Select one weapon, you gain proficiency and it becomes a Monk Weapon.

  • Examples. You might flavor a whip as a consecrated lash, or a longsword etched with holy runes. If you favor thrown weapons (such as darts, daggers, or javelins), you can treat them as sanctified as well.

Hunter’s Mysticism

You learn minor rites that reveal and repel evil:

  • You can cast detect magic as a ritual without needing material components.

  • You can cast protection from evil and good once. You regain the ability to do so when you finish a Long Rest or you can spend a Ki point to cast it again.

  • Wisdom is your spellcasting ability for these spells. You also learn one language among Abyssal, Celestial, or Infernal (your choice).

Slayer’s Ki Techniques

You can channel your ki to perform specialized monster-hunting maneuvers. You learn three Slayer’s Ki Techniques below. Each costs 1 ki point to activate, and you can use only one such technique per turn.

Punishing Blow. When you hit with your weapon, you deal extra damage equal to one roll of your Martial Arts die. If the target is a fiend, undeadcelestial, fey or shape-changer, it has disadvantage on any concentration checks triggered by this attack (for instance, if it’s concentrating on a spell).

Sanctified Arsenal

At 6th level, your ki and your dedication to the hunt further empower your attacks and your knowledge.

Hallowed Strike

As a bonus action, you can spend 1 ki point to focus your spiritual might into a moment of perfect clarity. Until the end of this turn:

  • You have advantage on melee weapon attacks you make with your sanctified weapon.
  • A hit you score with that weapon critically hits on a roll of 19 or 20.

Monster Lore

You have advantage on Intelligence checks (History, Religion, or Nature, as appropriate) to recall information about fiends, undead, celestials, fey, or shape-changers—their lore, vulnerabilities, or weaknesses.

Blessed Strikes

Once on each of your turns when you hit a fiend, undead, celestial, fey, or shape-changer with your sanctified weapon, you can deal extra force damage equal to your Wisdom modifier (minimum of 1).

Consecrated Rites

Your growing knowledge of holy rituals lets you safeguard others or expose foul magic in more powerful ways. You gain the ability to cast the following spells; Wisdom is your spellcasting ability for them:

  • Magic Circle. You can cast this spell once without material components, regaining the ability to do so when you finish a Long Rest. Alternatively, you can spend 1 ki point to cast it again.
  • Remove Curse. You can cast this spell once, regaining the ability to do so when you finish a Long Rest. Alternatively, you can spend 1 ki point to cast it again.
  • Speak with Dead. You can cast this spell once, regaining the ability to do so when you finish a Long Rest. Alternatively, you can spend 1 ki point to cast it again.

Bane of Horrors

Hunter’s Revelation

As an action, you can spend 2 ki points to unveil hidden evils. Each fiend, undead, celestial, fey, or shapechanger of your choice within 30 feet must make a Charisma saving throw against your Monk save DC. On a failed save, it is outlined by silver light for 1 minute (or until it succeeds on the save at the end of one of its turns). While outlined, it:

  • Sheds dim light in a 10‑foot radius.
  • Cannot become invisible.
  • Cannot benefit from illusions or similar effects to hide itself.
  • Creatures on the Ethereal Plane are pulled to your plane and cannot return to the Ethereal for the duration.
  • Has any partial cover it benefits from ignored by your allies’ attacks (total cover still applies).

Hunter’s Onslaught

Once on each of your turns, when you take the Attack action and spend 1 ki point, you can make one additional weapon attack with your sanctified weapon against a different target. If you are wielding thrown weapons, this additional attack can be a throw against a different target in range.

Unwavering Will

As a reaction, when you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 2 ki points to roll one Martial Arts die and add it to the saving throw total. You must decide to use this feature before you know whether the save succeeds or fails.

Exorcist’s Rites

Your mastery of powerful rites allows you to banish greater evils or commune with higher powers for guidance. You gain the ability to cast the following spells; Wisdom is your spellcasting ability for them:

  • Banishment. You can cast this spell once, regaining the ability to do so when you finish a Long Rest. Alternatively, you can spend 3 ki points to cast it again.
  • Commune. You can cast this spell once, regaining the ability to do so when you finish a Long Rest. Alternatively, you can spend 3 ki points to cast it again.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Grand Cross

You have mastered the ultimate expression of holy might, allowing you to banish evil with a brilliant burst of ki.

As an action, you can spend 4 ki points to unleash a Grand Cross. Choose any number of creatures within 30 feet of you. Each must make a Dexterity saving throw against your Monk save DC. On a failed save, a creature takes 6 rolls of your Martial Arts die as radiant damage and is blinded until the start of your next turn. On a success, it takes half damage and isn’t blinded.

After using this feature, you become wreathed in faint holy light until your turn ends, granting you a +5 bonus to AC and resistance to necrotic and radiant damage. Any fiend or undead that fails its save against Grand Cross is frightened of you until the start of your next turn.

Way Of The Sanctified Hunt Image

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