Way of the Zealot (5e Subclass)
Way of the Zealot[edit]
Monk Tradition
Priests are not the only ones to serve and practice divine power. Some of the true followers of the deities devote their mind and bodies to becoming an extension of their deity's divine will. They follow their tenets with an undying passion, never wavering in their desire to effect their deity's ends, often acting as inquisitors.
At the eventful moment these zealots are touched by their deities, who grants them a fragment of their divine power to further empower them in achieving their goals.
- Divine Fury
Starting when you choose this tradition at 3rd level, you can channel divine fury into your attacks. When you use the Attack action on your turn, you can spend 1 ki point to glow with radiant power. Your reach on with your attacks increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals radiant damage. When you use your Flurry of Blows, your attacks can benefit from this feature without spending extra ki.
In addition, when you cause radiant damage with these attacks, you can spend 1 ki point to cause an extra damage equal to 1d6 + half your monk level (rounded down). The extra damage is radiant.
- Divine Will
At 6th level, you gain the ability to channel your ki to exact your god’s will. You can spend 2 ki points to cast hold person, zone of truth, or detect thoughts.
You can spend additional ki points to cast at a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
- Divine Persistence
Beginning at 11th level, your righteous fury keeps you going in battle. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
When you benefit from this feature, you can use your bonus action on your next turn to use one of your ki features without spending ki points to do so.
- Divine Pacification
At 17th level, you gain the ability to pacify someone with your divine might. When you hit a creature with an unarmed strike, you can spend 3 ki points to have them make a Constitution saving throw. If it fails, it is reduced to 0 hit points, and is knocked out a
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