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Way of Illumination Monk

Way of Illumination Monk

  Monks of the Way of Illumination learn to extend the internal enlightenment they experience into external light they can utilize and manipulate. They use this light to bring hope to those that are in need and quench the evils that hide in the darkness.   Those who follow the Way of Illumination might belong to a monastic order and roam the countryside, acting as protectors to travelers, especially those who travel at night. Some might take up the mantle of the adventurer who dares to venture into the deep dark places of the world and shine a light on the creatures that fear the radiance at their command.  

Level 3 - Illuminating Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 1 ki point to cast Dancing Lights, Faerie Fire, or Guiding Bolt, without providing material components. Additionally, you gain the Light cantrip if you don’t already know it.
You gain additional spell that can be replicated at 6th level and 11th Level which are able to be cast without material components. At 6th Level, you can spend 3 ki points to cast Crusader’s Mantle or Daylight and At 11th Level you can cast Holy Weapon for 5 ki points or Subeam for 6 ki points.

Level 6 - Blinding Defense

At 6th level, you learn how to harness the light within to blind your opponents. As a reaction, you can cast Blinding Smite, without requiring a weapon. Once you have used this feature, you can’t use it again until you finish a short rest or until you expend 3 ki points to use the feature again. At Level 11, you gain an Improved Blinding Defense. Additionally, for 2 additional ki points, you can blind all opponents within 5 feet when using your Blinding Defense feature.

Level 11 - Path of Light

At 11th level, you gain the ability to step from one source of light into another. When you are in a source of natural or created dim light or bright light, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also a source of dim light or bright light. You then have advantage on the first melee attack you make before the end of the turn.

Level 17 - Dispel the Darkness

At 17th Level, you are able to release the light within into a destructive wave of radiant energy. As an action, you can expend 8 ki points to create a 30 foot cone that deals 6d10 radiant damage, and blinding any creature if they fail a Constitution save against your Ki Save DC. If they succeed they take half the damage and are not blinded. This light counts as sunlight, and any creature with sunlight sensitivity has disadvantage in making this Constitution saving throw. Each additional ki point spent does an additional 1d10 damage.

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