Way of the God Fist

by agentofavarice

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Way of the God Fist

This tradition holds the strict ideals of the celestials highly; monks who follow the Way of the God Fist often bear celestial blood such as the Aasimar or have been tasked by a celestial to enact their justice as emissaries. These monks are altered through their alignment with the heavens and master techniques unseen and unheard of by most mortals. Seeking an audience with higher powers requires no effort short of godly.

Heavenly Countenance

At 3rd level, your heavenly traits lend you a trustworthy sagacity. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). You also gain resistance to radiant and necrotic damage.

Heaven's Hunters

Starting when you choose this tradition at 3rd level, you can launch an overwhelmingly quick attack that marks your opponent for divine justice.

When you make an unarmed strike, you may expend a Ki point to extend its range to 30 feet. If this extended unarmed strike hits a creature, they are marked for the next minute until they’re reduced to 0 hit points or until you mark another creature. A creature cannot benefit from invisibility while marked. You may use your bonus action to teleport within 5 feet of the marked creature and make an unarmed strike with advantage against them that deals two rolls of your martial arts die instead of one. Once you teleport within 5 feet of a marked creature, you cannot do so again until you mark the creature again or mark another creature. At 11th level, the unarmed strike you make when you teleport deals three rolls of your martial arts die.

You can use this feature without expending Ki a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Godly Strikes

At 6th level, you develop the skill to perform some of the martial techniques of the heavens. You can use a Godly Strike of your choice without expending Ki a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. If you do, you use the Godly Strike as if you expended a single Ki point.

Tempest of Strikes

Immediately after you take the Attack action on your turn, you can spend up to a third of your monk level in Ki points to make a Tempest of Strikes as a bonus action. When you do so, each creature of your choice within 5 feet of you must make a Dexterity saving throw against your ki save DC. On a failure, they take two rolls of your martial arts die in bludgeoning damage for each Ki point spent. They take half as much on a success.

At 11th level, Tempest of Strikes can target each creature of your choice within 10 feet of you.

Divine Strike

When you hit a creature with an unarmed strike, you can expend up to a third of your monk level in Ki points to deal radiant damage to the target and knock them prone if the creature is Huge or smaller. In addition to the unarmed strike’s damage, you deal an additional two rolls of your martial arts die in radiant damage for the first Ki point spent, and one additional roll of your martial arts die for every Ki point spent after the first. You can only use Divine Strike once per turn.

Credits

Artwork 1 By: Alex Flores God FIst Lee Sin
Artwork 2 By: Damian Torres Goku
Page Stains By: Jared Ondricek (/u/flamableconcrete)

Resurgence of Splendor

At 11th level, you can embrace the divinity that has long eluded you. As a bonus action, you can unleash your full power for one minute. For the duration, you gain the following effects:

  • You emit bright light in a 20-foot radius and dim light for an additional 20 feet. The light is sunlight.
  • Hostile creatures that start their turns within the bright light must succeed on a Constitution saving throw against your ki save DC or be blinded until the end of your next turn. Once a creature succeeds on this saving throw, it cannot be blinded by this feature again until an hour passes.
  • You can attack three times when you take the Attack action. Once you unleash your full power, you can’t do it again until you finish a long rest, unless you expend 3 ki points to unleash it again.

Closing Heaven’s Gates

At 17th level, you are a true arbiter of godly justice. You can imbue your strikes with enough ki to put your foes down for eternity. Your Divine Strike now deals an additional two rolls of your martial arts die in radiant damage for each Ki point spent. When you hit a creature with Divine Strike, you can push the targeted creature up to 10 feet away from you in a straight line for each Ki point spent.

Additionally, if you reduce a creature to 0 hit points with Divine Strike, it and everything it is wearing and carrying, except magic items, is turned to golden dust. The creature can be restored to life only by means of a true resurrection or a wish spell.