Venardhi
2016-01-06, 09:13 AM
I started this last year and got some helpful notes from a few of you in here. It ended up not being used for its original intention, but I'm considering putting it into play for a new NPC entering my campaign and would like to see if anyone has some suggestions re: balance, flavor, overall usefulness, etc.
The Way of Light:
Monks of the Way of Light follow a tradition of healing and protection. They have dedicated themselves to bringing peace and enlightenment to the darkness of the world around them. They may or may not kneel to a specific deity, but nearly all are known for their devotion to good. Monks of this tradition often live simple vagrant lives attempting to spread the teachings of the Way of Light. However, it is not unusual for their path to lead them into adventure and battle in the name of a righteous cause. Using their abilities, they are able to heal themselves and others with their ki, as well as harness the power and speed of light into defensive and offensive forces to help them achieve their goals.
Radiant 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 2 ki points to cast Bane, Bless, Cure Wounds or Shield of Light* as 2nd level spells without providing material components. In addition, your Flurry of Blows may deal radiant attack damage if doing so is benefitial.
[*As "Shield of Faith," granting up to one additional target for the effects of the spell.]
Illumination: Starting at 6th level, you are able to call upon the divine light within yourself to illuminate an area 60 feet in diameter for one minute with you as its source. Any magical darkness in the radius is dispelled and any hidden or invisible creatures within or entering the area under effect of Illumination are revealed. Enemies within the radius of Illumination at the time of use must make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + your proficiency bonus or be blinded until a successful retest. In addition, this light reveals any magically hidden or disguised objects or passages within the radius. Concentration is required to maintain the effects of Illumination and you must have a short rest before using this ability again.
Coruscation: At 11th level, you can briefly transform yourself into a being of pure light to move faster than the eyes of your enemy can possibly follow.
- At the expense of 3 ki to perform Flurry of Blows, you gain advantage on all attack rolls this turn and deal additional radiant damage equal to your wisdom modifier on each successful attack.
- At the expense of 3 ki to perform Patient Defense, you may extend the bonuses of your Dodge action to all allies within a 10 foot radius.
- At the expense of 3 ki to perform Step of the Wind, you may move in a straight unimpeded line to any unoccupied space without drawing attacks of opportunity. Attacks made against you before your next turn are at a disadvantage.
Brilliant Aura: Starting at 17th level, you may call upon your Radiant ki energies once per day to surround you in an aura with a 30-foot radius centered on and moving with you for turns equal to your wisdom modifier. Attacks targeting non-hostile creatures within the aura are reduced by half and reflected back upon the attacker as radiant damage equal to the damage dealt. While the Brilliant Aura is active, friendly creatures may use their bonus action to heal for 1d12 plus your wisdom modifier.
The Way of Light:
Monks of the Way of Light follow a tradition of healing and protection. They have dedicated themselves to bringing peace and enlightenment to the darkness of the world around them. They may or may not kneel to a specific deity, but nearly all are known for their devotion to good. Monks of this tradition often live simple vagrant lives attempting to spread the teachings of the Way of Light. However, it is not unusual for their path to lead them into adventure and battle in the name of a righteous cause. Using their abilities, they are able to heal themselves and others with their ki, as well as harness the power and speed of light into defensive and offensive forces to help them achieve their goals.
Radiant 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 2 ki points to cast Bane, Bless, Cure Wounds or Shield of Light* as 2nd level spells without providing material components. In addition, your Flurry of Blows may deal radiant attack damage if doing so is benefitial.
[*As "Shield of Faith," granting up to one additional target for the effects of the spell.]
Illumination: Starting at 6th level, you are able to call upon the divine light within yourself to illuminate an area 60 feet in diameter for one minute with you as its source. Any magical darkness in the radius is dispelled and any hidden or invisible creatures within or entering the area under effect of Illumination are revealed. Enemies within the radius of Illumination at the time of use must make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + your proficiency bonus or be blinded until a successful retest. In addition, this light reveals any magically hidden or disguised objects or passages within the radius. Concentration is required to maintain the effects of Illumination and you must have a short rest before using this ability again.
Coruscation: At 11th level, you can briefly transform yourself into a being of pure light to move faster than the eyes of your enemy can possibly follow.
- At the expense of 3 ki to perform Flurry of Blows, you gain advantage on all attack rolls this turn and deal additional radiant damage equal to your wisdom modifier on each successful attack.
- At the expense of 3 ki to perform Patient Defense, you may extend the bonuses of your Dodge action to all allies within a 10 foot radius.
- At the expense of 3 ki to perform Step of the Wind, you may move in a straight unimpeded line to any unoccupied space without drawing attacks of opportunity. Attacks made against you before your next turn are at a disadvantage.
Brilliant Aura: Starting at 17th level, you may call upon your Radiant ki energies once per day to surround you in an aura with a 30-foot radius centered on and moving with you for turns equal to your wisdom modifier. Attacks targeting non-hostile creatures within the aura are reduced by half and reflected back upon the attacker as radiant damage equal to the damage dealt. While the Brilliant Aura is active, friendly creatures may use their bonus action to heal for 1d12 plus your wisdom modifier.