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Way of Atonement

Path of Atonement

When you choose this tradition at 3rd level, your Hit Dice represent a pool of vitality you can exhaust to fuel your Way of Atonement features.   Atonement requires absolutely commitment, and constant reminder of the pain you inflict on others by inflicting that pain on yourself during deep contemplation or prayer. To atone, roll the Hit Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest, and it can’t be reduced in anyway.
Penance Weapon. Also at 3rd level, you learn a ritual prayer that creates a divine bond between you and one unadorned, nonmagical simple weapon of your choice. You perform these prayers over the course of 1 hour, which can be done during a short rest. During this ritual, you carve notches that represent your past transgressions, and each time you atone, you are compelled to consider any additional sins you have committed and add notches to its stock to atone. While your penance is paid, your weapon is bonded to you, counts as a monk weapon for you, and you can’t be disarmed of that weapon unless you are incapacitated.
  Strength of Faith. You can deliver your own form of justice to others. When you hit with your penance weapon, or an unarmed attack, you can spend one Hit Die and expend one ki point, to add 2d8 force damage to the attack.
  Trials of Temptation. For each permanent magic item you currently own, the cost of Hit Dice and ki points used by your Way of Atonement features increases by 1, and again each time you acquire an additional permanent magic item. The increased cost remains until you no longer possess any permanent magic items.

Armament of Atonement

At 6th level, your strict adherence of a simple life has earned you the gods’ favor.
Faithful Strike. When you wield your penance weapon in one hand, and nothing in the other, you gain a +1 bonus to attack and damage rolls with your penance weapon and unarmed strikes. Your penance and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  Flagellant Hide. While you hold your penance weapon, you gain a +1 bonus to Armor Class and saving throws.   Zealot. The bonuses from your Faithful Strike and Flagellant Hide features increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level.

Labor of the Gods

At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend a Hit Die, roll it, and recover hit points equal to that number plus your Constitution modifier. You can’t use this feature again until you finish a short or long rest. At 17th level, you gain one additional use of this feature between rests, and can spend a number of Hit Dice equal to half your monk level instead of one.

Enlightened Voice

Starting at 17th level, your time spent in quiet contemplation, prayer and servitude has granted you supreme wisdom. Whenever you make an ability or skill check that you are not proficient with, you can spend 1 ki point to gain proficiency in that check and use your Wisdom modifier in place of the skill’s ability modifier. Additionally, when in counsel with any creature that you are able to speak with, and can understand you, you can spend a number of Hit Dice equal to half your monk level or less and add the total to the result of anyone Charisma, Intelligence, or Wisdom check or saving throw.   You can’t use this feature again until you complete a short or long rest. If you use this feature to deceive or bribe, you can’t use it again until you complete a long rest.

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