Base Class: Monk
Most monks who chose this path have forsaken their traditions and wish to free themselves from the hold of their monastery. These monks train in techniques to utterly decimate their opponents whether the be celestial or not. Many choose to embrace the darkness to attain their goals. They use devastating attacks to overpower even the strongest opponents.
Radiance
You have been chosen by the gods to receive their blessing. Starting at the third level you can encase your body in radiant light for one ki point. you can activate and dispel this ability as a free action. Your attacks are now blessed with radiant energy. All unarmed attacks deal an extra1d6 radiant damage.
Tranquility
The Lights not only dance around you they now dance within as well. You have become one with the light and it seeks to protect its host. As a free action you can use one ki point to send the light from outside your body to inside your body while Radiance is active. Your body is now white hot and glowing from your core. All melee attacks against you are now made with disadvantage and damage taken is reduced by 2d4. If it is an unarmed strike they will take 1d4 radiant damage.
Sphere of dancing lights
Beginning at level 11 during a long rest You Train the flurry of lights in your body. At the end of the long rest, you gain Charges of "Radiant Sphere" equal to your Constitution Modifier and regain all charges at the end of a long rest.
Radiant Sphere:You are the embodiment of light. A sphere 20 feet in diameter spreads in all directions. Upon looking in it is unclear as to where your are. All ranged attacks coming into the sphere are taken with -2 to the roll. Similarly all melee attacks made inside the sphere are taken with disadvantage. Any creature entering the sphere is also susceptible to an attack of opportunity. While in the sphere any ranged attack coming out are bathed in a holy light and will deal an extra 2d8 radiant damage. The sphere can be conjured and dispelled as a free action.
Divine Radience
For 10 ki points a bolt of white light pierce down from the heavens, shattering the ground at a location you chose that can be seen.
Each creature in a 1-mile-tall, 10-foot-radius, cylinder centred on each point you choose must make a Dexterity saving throw. The cylinder spreads around corners. A creature takes 16d12 Radient damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Instantly after impact, an explosive shock wave is released, each creature in a 60-foot-radius sphere centered on the striking point you choose must make a Constitution saving throw. The sphere spreads around corners and around cover. A creature takes 8d8 thunder damage and is deafened for 1 minute. On a success, the creature takes half as much damage and isn't deafened.







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