Base Class: Monk
The Unchained Abomination, is an angel who was chained and used to burn heaven, now forever wandering the land unable to move on unable to forgive
Level 3: Chained Divinity Technique
The very chains that have bound you are now the weapon you use to give yourself new purpose
At level 3 You treat whips as monk weapons and count any attack with them as an unarmed attack you also gain access to a special set abilities while using flurry of blows
Grapple: You may attempt to grapple your target they must make a a wisdom saving throw equal to your monk saving throw dc, On a failure they are grappled and can't move more then 10 ft away from you unless they are forcefully moved, On a success, nothing happens. You may choose to use this ability a second time on the same target if they are grappled a second time they become restrained.
Sweep: you can use your flurry of blows to instead attack in a 10 ft cone.
Pull: If a creature is grappled by your chains (whip) before you use flurry of blows you can pull them up to 10 ft towards you or pull yourself to them.
Level 6: Divine Radiance
As the abomination finds purpose once more he regains some of his divine spark.
Starting at level 6 you gain the ability to use two aasimar abilities from Heavenly Wings, Inner Radiance, and Necrotic Shroud at once for the minute duration, this becomes all 3 at level 11 also gaining permanent flight speed and finally at level 17 inner radiance extends to 30 ft and only targets enemy creatures. You also gain the ability to make all your damage radiant or necrotic damage and you gain access to the Penance by Chains
Penance by Chains:
When you are grappling a hostile creature with your chains, you may use your action, as you stare into their eyes and remind them of their regrets in life, or the pain they have caused to others. Vengeance arrives to claim itself in their eyes, as they roll a Wisdom saving throw against your Monk DC. On a failed save, they take (your proficiency bonus x 2)d6 psychic damage over a duration of one minute, and are incapacitated. On a success, they take half as much damage. The Incapacitated target makes a Wisdom saving throw at the end of each of its turns, ending the condition on itself on a success.
You may use this ability a number of times equal to half your proficiency bonus rounded down.
Level 11: Guardian Angel
The abomination has found their purpose once more connecting themselves to their previous occupation.
Starting at 11th level you may designate a number of allies equal to your wisdom modifier as your ward, if your ward within 15ft of you is the target of an attack or spell you may use your reaction to throw your chains in front of them taking all damage and effects instead as your chains transfer their suffering for you to bear any damage you take is the reduced by your deflect attack. This costs one focus point to use.
Level 17: Angel of Retribution
The abomination has finally overcome his past to once again ascend to become a the angel of Retribution.
Starting at 17th level, Your divine resistances become immunities. Once per long rest, as an action you can transform into a a Unique Solar named the Angel of Retribution this form lasts for 1 minute
Angel of Retribution: You gain the following effects
Exalted Restoration. If you die outside Mount Celestia, its body disappears, and you gain a new body instantly, reviving with all your Hit Points somewhere in Mount Celestia.
Divine Awareness. You know if you hear a lie.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
Solar Retribution: You deal an additional 2d8 Radiant damage on all attacks.
Hell on Wheels. You gain a flaming motorcycle that can only be used out of combat (That's it folks I just wanted to be more like ghost rider)
Previous Versions
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7/9/2025 10:28:40 PM
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