Way of the Celestial Fist
Confident and charismatic, Monks of the Celestial Fist follow the dance of battle. Trained to fight fiendish foes, they face horrific situations with style by juking around deadly attacks and striking back with their own. Dancing around their opponents until they release the full power of their fists, finishing them off with a barrage of punches.
Celestial Fist
When choosing this tradition at 3rd Level, you learn how to release an inner well of power, known as "Tension", to overcome your opponents. During combat with hostile creatures, You can build a single charge of tension per round by fulfilling either of these criteria:
- Successfully hitting an attack.
- Attacks against you miss your AC while taking the Dodge action.
- No failed Dexterity Saves against spells or abilities while taking the Dodge action.
- Using a Ki Feature
You can charge tension up to a limit equal to half of your Monk Level (Minimum of 3). Many of this tradition's features use tension to augment various techniques and abilities.
Celestial Spark
Also at 3rd Level, you can discharge your pent up tension and unload the power of the Celestial Fist into your opponents. You can spend charged tension (minimum of 3) as a reaction, gaining these benefits for a number of rounds per charge spent:
- Resistance to bludgeoning, slashing, and piercing damage.
- Make two unarmed attacks as a bonus action.
- Use two Ki features (Flurry of Blows) as a bonus action.
- All unarmed attacks deal radiant damage.
Activating Celestial Spark creates a wave of divine energy. Hostile Creatures within 5ft of you must make a Constitution save against your Ki DC, or take radiant damage equal to the number of tension spent and be pushed 5ft away from you.
While Celestial Spark is active, you cannot build additional charges of tension but can end it as a free action on your turn.
Created by @fru1tybook on GM Binder
Special thanks to /u/shinaobi for a lot of feedback!
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Divine Techniques
At 6th Level, you learn powerful Ki techniques that incorporate divine power from the Celestial Fist.
Divine Strike, as an attack action, you can spend 1 Ki Point to make a powerful unarmed attack. When you hit the target, they make a Strength saving throw against your Ki DC or take radiant damage equal to 3 martial arts dice plus your martial arts damage modifier and be sent flying 10ft away from you, falling to the floor, with an additional 5ft per charge of tension spent (Minimum of 1). If the target makes the save, they only take half of the damage and are not moved.
Divine Shot, as an attack action, you can spend 1 Ki Point to make a ranged attack towards a creature within 20ft. When you hit the target, they take radiant damage equal to your martial arts die plus your Dexterity modifier, and make a Constitution saving throw against your Ki DC or be stunned for a number of rounds per tension spent (Minimum of 1). The target is no longer stunned if they are hit with an attack.
Divine Garrison
At 11th Level, You know how to steel yourself with Ki, patiently waiting to release your fists. As an action, you gain a bonus +2 to your AC and resistance to all damage until the start of your next turn. While guarding, you gain a charge of tension up to half of your constitution modifier (Minimum 2) for every attack made against you. You lose 2 Ki Points for every successful attack made against your AC, with your guard breaking when you are out of Ki points and being unable to use this feature until you finish a short rest.
Awakened God Hands
At 17th Level, you truly channel celestial energy within your fists to become the God Hands. Celestial Fist now has these additional benefits:
- Build more than one charge of tension per round.
- The third use of an unarmed attack or a Ki feature during Celestial Spark.
- Use Divine Techniques as a bonus action after making an attack.