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Divine Wrath Monk

The document describes the Monk class specialization 'Way of the Divine Wrath', which focuses on using divine energy to combat heresy and evil. It outlines abilities gained at various levels, including the use of Conviction Points to enhance attacks and the ability to summon a divine icon that inflicts radiant damage on enemies. Key features include resistance to Radiant damage, the ability to deal Radiant damage with strikes, and various enhancements to combat abilities.

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0% found this document useful (0 votes)
38 views3 pages

Divine Wrath Monk

The document describes the Monk class specialization 'Way of the Divine Wrath', which focuses on using divine energy to combat heresy and evil. It outlines abilities gained at various levels, including the use of Conviction Points to enhance attacks and the ability to summon a divine icon that inflicts radiant damage on enemies. Key features include resistance to Radiant damage, the ability to deal Radiant damage with strikes, and various enhancements to combat abilities.

Uploaded by

ajconyers08
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Monk: Way of the Divine Wrath


Burn the Heretics, Slaughter the Wicked. Level 6: Sacrosanct Blows
Monks of the Way of the Divine Wrath believe their flesh You can forge your inner focus into a vessel of divine
is a consecrated weapon, branded by their god’s wrath vengeance, smiting the faithless. When you make an
to purge the unholy and crush heresy beneath iron fists. Unarmed Strike, you can expend 1 Conviction Point or
Their hands, etched with sacred sigils, channel divine 2 Focus Points (no action required) to cast Divine Smite
fury to annihilate the faithless, their strikes a hymn of as part of making that attack. If the target is Large or
judgment in a world drowning in sin. smaller it must then make a Strength saving throw or
be pushed back 10 feet.

Level 3: Holy Conviction You can use this ability only once per turn.

The divine energy seared in your hands allows you to


unlock new strength. You gain a number of Conviction Level 11: God’s Chosen
Points equal to 1 + your Wisdom modifier (minimum of
1). When you make an Intelligence (Religion) check, you You are anointed as your god’s chosen, a living conduit
can spend a Conviction Point to add your Wisdom of celestial wrath. You gain resistance to Radiant
modifier to the result of the roll. damage, and whenever you deal damage with your
Unarmed Strike, it can deal your choice of Radiant
Whenever you spend a Focus Point on your Flurry of damage or its normal damage type.
Blows, Patient defense, or Step of the Wind, you can
also spend one Conviction Point to channel the blazing In addition your creature type becomes both Humanoid
judgment of the heavens, and gain additional benefits: and Celestial. You pick which creature type to use when
subjected to an effect that considers them. (For
● Flurry of Blows—Revelatory Onslaught. example you can choose to be a Celestial to avoid a Hold
On a hit, the target is bathed in searing holy light, Person spell or to be a Humanoid to avoid the effects of
shedding Bright Light in a 5-foot radius and Dim Light a Magic Circle spell.)
for an additional 5 feet until the start of your next turn.
While illuminated, the creature’s speed is reduced by 10
feet, it cannot teleport and cannot benefit from being Level 17: Light that Burns the Sky
Invisible as your god’s gaze pierces their defenses.
You can use your action to spend 3 Conviction Points
● Patient Defense—Divine Aura. and call forth a colossal manifestation of your deity’s
Until the start of your next turn, choose one Allied will, appearing as a radiant icon (determined by your
creature within 10 feet of you, it is also under the deity’s nature, such as a crucifix, statue, rune, or other
effects of the Dodge action, as they become cloaked in symbol) that crashes from the heavens, branding
a shimmering, oppressive ward. heretics with its holy fire and binding them to its
judgment.
● Step of the Wind—Inquisitor's Pursuit.
Until the end of your turn, your movement ignores The icon lands in a space on the ground within 90 feet
Difficult Terrain, and you leave behind a trail of divine of you, it is 10-foot tall and 5 foot wide, occupies its
flames that burn heretics. When you move within 5 space and remains there for 1 minute. Each hostile
feet of a hostile creature or an object that isn’t being creature in a 20-foot-radius sphere centered on the icon
worn or carried, it takes radiant damage equal to one must make a Dexterity saving throw. Targets within the
roll of your martial art die from the trail of radiance. A space of the icon when it lands take an additional 3d6
creature or object can take this damage only once bludgeoning damage from the crushing weight of the
during a turn. idol, are pushed to the nearest empty space and have
disadvantage on the saving throw.
You regain all expended Conviction Points after
completing a Long Rest.

Starting at 11th level you regain all expended


Conviction Points after completing a Short or Long rest.

PATREON | MONKEYDM 98
On a successful save a target takes 3d10 radiant
damage. On a failed save, a target takes 3d10 radiant
damage and becomes restrained by glowing chains of
light tethering it to the icon. While restrained, the
creature takes 1d10 radiant damage at the start of each
of its turns as the divine fire marks the unholy for
annihilation. A restrained creature can make a Wisdom
saving throw at the end of each of its turns, breaking
the holy chains on a success.
You must concentrate on this ability as you would a
spell. Once you’ve used this ability you can’t use it again
until you complete a Short or Long Rest.

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