Way of the Divine

The spirituality found from a religious connection to the divine presence of a deity is a sentiment shared by many.

Monks who follow the Way of the Divine do as well, except they are able to channel the divinity of their faith into their fighting style, making them the spiritual embodiment of the holy wrath of their gods.

Way of the Divine Features
Monk Level Feature
3rd Fury of the Faith
6th Divine Affinity
11th Steadfast Devotion
17th Smite the Wicked

Fury of the Faith

When you choose this tradition at 3rd level, your attacks come alight with divine wrath. When you take the Attack action on your turn, you can spend 1 ki point to infuse your strikes with holy power. For the rest of your turn, any melee attack you make deals radiant damage instead of the traditional weapon damage. If you make a successful attack while this effect is active, you can expend 1 additional ki point to deal an additional 2d8 radiant damage.

Divine Affinity

Starting at 6th level, your connection to your deity allows you do exert some of their will upon the world. Using an action, you can spend 3 ki points to cast one of the following spells: zone of truth, prayer of healing or see invisibility.

Steadfast Devotion

Beginning at 11th level, your faith is unquestionable and keeps you on your feet, even when your body begins to break.

If you are reduced to 0 hit points and it doesn’t kill you outright, you can expend 1 ki point, no action required from you, to have 1 hit point instead and remain standing. Using a ki point in this way immediately gives you 1 level of exhaustion.

Smite the Wicked

Starting at 17th level, you can choose to use your extraordinary might to subdue a foe. When you hit a creature with an unarmed strike, you can spend 5 ki points and force them to make a Constitution saving throw. If it fails, the creature becomes paralyzed. It remains paralyzed for up to 7 days, or until it takes damage from an attack. In this time, the creature is in stasis, requiring neither rest, food, or water. If it succeeds on the saving throw, it takes 10d10 radiant damage.

If the creature’s alignment is evil, it takes an extra 3d10 radiant damage, regardless of if the saving throw was successful or not. If it failed the saving throw, this additional damage does not end the paralyzed condition.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen