Monk
Base Class: Monk

This page presents a new Monk subclass, unique to the World of Eros in The Marked Ones: the Way of Light.
On the Continent, Monks of the Church revere the the Lady of Light, Vatria, the divine being sent from the heavens to purge Eros of the corruption of the Deep.
Church scripture tells that she ultimately succeeded by sacrificing her physical form to create the Irith, the protective plane of magic that encapsulates Eros within the a barrier of radiant magic, sealing away the Deep and freeing the denizens of the planet from its corrupting presence.

Those who feel the lingering warmth of Vatria’s radiance spread this light to those who need it and it is believed that the inner light they feel is a gift left behind by the Lady herself. This light can often manifest itself in childhood and the Church takes these children in to train them to be healers and guardians.

Walk In The Light

When you choose this tradition at 3rd level, you no longer have any need to fear the darkness. With this feature, you can draw upon the presence of Vatria within the Irith around you and transfer it into an object of your choosing, or up to four torch sized glowing orbs that hover in the air. This feature allows you to cast either the Light cantrip or the Dancing Lights cantrip, with no material component required. Once per long rest, you are able to choose which of these cantrips you can cast until your next long rest.

Healing Hands

Your touch is blessed by Vatria’s celestial light and can heal wounds. At 3rd level you have a pool of healing power given to you by Vatria that replenishes when you take a long rest. With that pool, you can restore a number of hit points equal to 5 times your Monk level. As an action, you can draw the power from this pool to restore a number of hit points up to the maximum points remaining in your pool. Choose any creatures within 30 feet of you and divide those hit points among them.

However due to the nature of healing on Eros, you must also make a DC10 Constitution saving throw every time you use this ability. On a success, the user takes no damage and the healing magic is drawn from the world around them. On a fail, the user can choose to either take half of the amount healed as Necrotic damage, or become incapacitated on their next turn, representing the loss of energy the transfer required.

Enlightened Blows

At level 6th, you may spend a faith point to add additional radiant damage equal to your Wisdom modifier to creatures that you hit with your Unarmed Strike. Additionally, you can spend a faith point to add your Wisdom modifier to all of your attack rolls made using Unarmed Strikes. Whenever you use Flurry of Blows the first creature hit must succeed on a Constitution saving throw or be Blinded until the end of your next turn.

Warding Flare

At 11th level, you gain the ability to draw on the Irith to create an orb of celestial light that erupts into a devastating explosion. As an action, you can hurl this orb of light at a point you choose within 60 feet, where it erupts into a 15 foot sphere of radiant light for a brief but deadly instant. Each creature in that 15 foot sphere must succeed on a Constitution saving throw or take 2d8 radiant damage and become blinded until the end of your next turn, or half as much on a successful save. A creature doesn't need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage and size by spending faith points. Each point you spend, to a maximum of 3, increases the damage by 2d8 and the radius by 5 feet.

Guardian of the Faith

At 17th level, you become wreathed in a luminous aura of celestial light. 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, that creature takes radiant damage equal to double your Wisdom modifier.

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