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Thread: Way of the Seven Heavens: Celestial Monk

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    Post Way of the Seven Heavens: Celestial Monk

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    Way of the Seven Heavens
    While most monks follow the ways of the universe, monks following the way of the seven heavens strive to mirror the abilities of celestials, drawing their power from the various groups of celestials that dwell in the outer planes.

    Some follow this path to more effectively strive for good, while others drain the power from a celestial for their own ends.

    Court Service
    When you choose this archetype at 3rd level, you also enter the service of a particular group of celestials. You gain a benefit from this service at 3rd level, and additional benefits at 11th and 17th level.

    • Aasimon The Aasimon are statuesque humanoids with varying skin colors and wings. As a reaction when you take damage, you can spend 2 ki points to halve the attack’s damage against you.
    • Archeons Archeons are lawful and organized inhabitants of the upper planes. You may spend up to 5 ki points to cast Sanctuary. The first time you are hit by an attack, the damage is reduced by 1d4 per ki point you spent and the spell immediately ends. If the attack was a melee attack from a creature, the discharged energy deals radiant damage to the attacker equal to the damage reduced.
    • Eladrin Eladrin are fey rather than celestials, but are often mistaken for celestials given their regular cooperation with them. You can spend 3 ki points to cast misty step.
    • Guardinals Guardinals are beast like celestials, eschewing preference for law or chaos. You may spend 1 ki point on your turn while paralyzed or stunned to take a single action or bonus action, ignoring the condition when you do so. You cannot cast a spell or benefit from the extra attack feature while using an action in this manner. FInally, you can spend 1 ki point as an action in order to spend a hit die immediately, instead of needing to take a short rest. This hit die is concumed and heals you as normal.
    • Fallen Angels Dwelling in the lower planes, fallen angels act to support evil forces, enacting a terrible cost on their minions. When you use your Unhallowed Enemies feature, you can choose from among the following additional creature types: Beasts, Celestials, or Plants. When you choose humanoids instead, you can choose a third race of humanoid as a part of the same use of your unhallowed enemies feature.


    Unhallowed Enemies
    By spending 1 minute meditating, you can call upon your count to sanction a campaign against your foes. When you do so, you must choose a creature type from the following: Aberrations, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, or Undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs).

    Until yo complete a short or long rest, you have advantage on Wisdom (Survival) checks to track your unhallowed enemies, as well as on Intelligence checks to recall information about them. You also gain a +2 bonus to damage rolls against your chosen enemies for the duration.

    You can use this feature once, and regain it at the end of a short or long rest. At 11th level, you have enough standing that you can use this feature twice, choosing different enemies each time.

    Divine Accuracy
    By 6th level, your dealings with the celestial realms have granted you some influence with those living in them. You can invoke your contacts among the upper planes, upon which they grant you a +3 bonus to melee attack rolls for 1 minute (no action required by you).

    You can use this ability a number of times equal to your wisdom modifier, and regain your uses of it at the end of a long rest.

    Favor of the Court
    At 11th level, you are infused with additional powers from your chosen court. This grants increased abilities, sometimes including spellcasting. If your court grants you the ability to cast a spell, the spell save DC is equal to 8 + your proficiency modifier + your wisdom modifier.

    • Aasimon Aasimon have the innate ability to see through illusions and know lies. As an action, you can spend 5 ki points, granting yourself either truesight to a range of 30 feet or the effects of a zone of truth spell within 30 feet for 1 hour, which travels with you. You can also spend 1 ki point to cast the Detect Magic spell.
    • Archeons You have picked up the power for the Archeons. When you hit a creature with a melee attack, you can spend ki points to empower your strike with radiant energy as part of the attack, to a maximum of 5 ki points. For each ki point you spend, you deal an additional 1d8 radiant damage.
    • Eladrin Eldarin form close bonds to nature You may spend 4 ki points to cast the conjure animals, or conjure woodland beings spells. You have advantage on saving throws to maintain concentration on spells you cast in this manner.
    • Guardinals You have healing abilities similar to those of the guardinals. As an action, you can reach out and touch a creature, spending 2 ki points to cure the target of one disease or neutralize one poison affecting it, or 4 ki points to cast the lesser restoration spell targeting that creature. You can spend additional ki points in this manner, curing a number of diseases or neutralizing a number of poisons equal to half the ki points spent.
    • Fallen Angels Torn from the heavens, fallen angels use their innate gifts to warp the minds of those they meet. You can spend 5 ki points to cast the *Charm Monster* spell without requiring any components. If you or your companions harm the target, it must succeed on a wisdom saving throw to end the spell. When the spell ends, you may spend an additional 4 ki points, upon which the creature does not know it was charmed by you (no action required).


    Godsblood
    From 17th level, your intrinsic link to the upper planes allows your to avoid harm. You have advantage on saving throws against the charmed, frightened, paralyzed, petrified, poisoned, and stunned conditions.

    You also gain resistance to Necrotic damage and one other damage type, based on the court of celestials you serve.

    • Aasimon Cold
    • Archereons Lightning
    • Eladrin Fire
    • Guardinals Poison
    • Fallen Angels Radiant






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    Unhallowed Enemies
    Beginning at 3rd level, you have significant experience studying, tracking, and hunting, a certain type of enemy.

    Choose a type of unhallowed enemy: either fiends or undead.

    You have advantage on Wisdom (Survival) checks to track your unhallowed enemies, as well as on Intelligence checks to recall information about them. You also gain a +2 bonus to damage rolls against your unhallowed enemies.

    At 11th level, you gain a second unhallowed enemy; whichever option you did not choose at 3rd level.

    Fallen Angels Dwelling in the lower planes, fallen angels act to support evil forces, enacting a terrible cost on their minions. Your Unhallowed Enemies bonuses apply against celestials and fey as well as the normal creature types it applies to, the better to strike at other celestials and their fey allies.
    Last edited by sandmote; 2020-02-26 at 12:35 PM.