Way of the Tengoku no ken (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Way of the Tengoku no ken[edit]

Monastic Tradition

The Tengoku no Ken tradition - or the Way of the Celestial Hand- teach you how to channel the positive energy from the outer planes. Some of these monks are devoted to good aligned entities, many times being trained in temples devoted to gods who represent virtue, good and justice. Others are capable to draw the positive energy directly from Mount Celestia, and a few of them even can harness this energy from their own acts, aligning their chi with the positive energy from the planes. Some monks who seek this path are in search of an divine apotheosis and perfection; others are devoted combat the evil whenever they can find it.

Divine Magic

When you choose this tradition at 3rd level, you learn how to sense and protect yourself from the presence of evil whenever you are. While you have at least 1 ki point, you can use your Action to detect undead, fiends, fey or aberrations as if you were under the effects of detect evil and good, until the start of your next turn.

You can also cast detect evil and good by spending 1 ki point, or protection from evil and good by spending 2 ki points. You can only cast these spells on yourself.

Ki Smite

Starting when you chose this tradition, at 3rd level, you can channel the positive energy into your body, concentrating in a powerful blow. When you hit a creature with a unarmed strike, you can expend 1 ki point to deal extra radiant damage equal to 1d8 to the target, in addition to the unarmed strike damage.

You can expend more ki points to increase the damage at higher levels: 2 ki points (2d8), 3 ki points at 5th level (3d8), 4 ki points at 9th level (4d8) and 5 ki points at 13th level (5d8). The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Celestial Wings

At 6th level, you can use your ki to shape radiant energy into wings. When you manifest your wings, as a bonus action or whenever you use your Step of the Wind, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Also, your Slow Fall feature now reduce the falling damage by ten times your monk level.

The wing shed bright light in a 10-foot radius and dim light for an additional 10 feet when summoned. You can take an action and expend 3 ki points to make the wings last for 10 minutes.

Blessed Aura

At 11th level, your body is constantly imbued by a holy energy. If you have spent 1 ki point since your last turn, your unarmed strikes cause additional radiant damage equal to a roll of your Martial Arts die until the end of this turn.

Avatar of Holiness

At the 17th level, as an bonus action, you can expend 6 ki points to shape your sacred energy into an aura with a 15-foot radius. When you activate this aura, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature takes 5d8 radiant damage. On a successful save, the creature takes half as much damage. The aura lasts for 10 minutes or until you are incapacitated.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses