Way of the BloodFist
Way of the Blood Fist
Initiates of the Blood Fist spend years meditating with rubies as a focus. Once ready, they fuse small rubies into their knuckles, granting them access to divine power. As the monk's spiritual connection to the divine grows, so does the brilliance of their celestial gems. Monks who practice this Tradition often travel the world, aiding those who treasure beauty and kindling hope in the hearts of the despairing. They stand as champions of all that is good, and pour out radiant wrath on their enemies.Celestial Gems When you adopt this Tradition at 3rd level, you are taught how to embed rubies into your knuckles and begin learning to channel Celestial power. You learn to speak, read, and write Celestial, though most monks refuse to speak in Celestial out loud out of reverence for the divine. You also gain the benefit of Celestial Blessing - you can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus. Divine Conduit Your embedded rubies allow you to channel the radiant power of the upper planes through your hands. Starting at 3rd level, you can align yourself with an aspect of the upper planes. At the end of a short or long rest, choose one of the following abilities, which lasts until the end of your next rest. Divine Shield - You are granted a measure of divine protection. You can add half your proficiency bonus (rounded down) to your Unarmored Defense Armor Class. In addition, you can spend 1 ki point as a bonus action to grant yourself temporary hit points equal to your monk level. Healing Touch - You can channel the gift of divine healing. When you spend a Hit Die to regain hit points you regain the maximum amount, in place of rolling. In addition, you can use your action to spend 2 ki points and touch a creature, restoring their hit points by an amount equal to 1d8 + your Wisdom modifier. Radiant Strike - Your embedded gems channel divine wrath. When you hit with an unarmed strike or monk weapon, you can expend ki points to deal additional radiant damage to the target equal to one roll of your martial arts die per ki point. The maximum number of ki points you can expend at once is equal to your Wisdom modifier (minimum of 1 ki point). Heavenly Protection Upon reaching 6th level your connection to the divine has grown, granting you a measure of protection from death. You can cast death ward, targeting only yourself, without expending a spell slot. Once you cast death ward in this way you must finish a long rest before you can cast it in this way again. Light of the Heavens Starting at 11th level, your celestial rubies provide glimpses of the divine. As a bonus action, you can unveil your ruby fist and emit bright red light in a 10-foot radius from you. While active, you add your Wisdom modifier (minimum of 1) to your temporary hit points from Divine Shield, the hit points you restore with Healing Touch, and the additional radiant damage you deal with each hit of Radiant Strike. This feature lasts for 1 minute unless you end it as a bonus action or fall unconscious. Once you use this feature you must finish a short or long rest before you can use it again. Celestial Aspect You have become a master of the Order of Sacred Ruby, and your gems are a direct reflection of divine beauty. At 17th level, you can use an action to assume a celestial form. For the next minute you gain the following benefits: You manifest angelic wings. You gain flying speed equal to your movement speed and can hover. When you hit a creature with an unarmed strike you can choose to deal radiant in place of bludgeoning damage. Your attacks deal an additional 1d6 radiant damage on hit. You gain access to all of your Divine Conduit features for the duration, and their ki point costs are reduced by 1. Once you use this feature you must finish a long rest before you can use it again, unless you expend 6 ki points to use it.
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