Monk: The Penitent in Myths of Mudora | World Anvil
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Monk: The Penitent

Your monastic tradition understands that the connection between spirit and body is incomplete without the Divine. Your Ki is a blessing from your holy domain and it is through this connection that you cast your spells. Members of this tradition are not holy soldiers, but instead protectors of the faith that practice lives of simplicity and humility.  

Spellcasting

 
Monk LevelCantripsSpells Known1st2nd3rd4th
3rd 2 2 2
4th 2 3 3
7th 2 4 4 2
8th 2 5 4 2
10th 3 6 4 3
11th 3 7 4 3
13th 3 8 4 3 2
14th 3 9 4 3 2
16th 3 10 4 3 3
19th 3 11 4 3 3 1
20th 3 12 4 3 3 1

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.  

Spell Slots

  The Penitent Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.  

Spells Known

You know two 1st-level cleric spells of your choice.   The Spells Known column of the Penitent Soul Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be from the cleric spell list and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.  

Spellcasting Ability

  Wisdom is your spellcasting ability for your Penitent spells, since you learn your spells through your attunement with your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Penitent spell you cast and when making an attack roll with one.   Spell save DC = 8 + proficiency bonus + Wisdom mod   Spell attack mod = proficiency bonus + Wisdom mod  

Divine Domain

  At third level, you belong to one of the Divine Domains. Choose one of the Cleric domains from the Player's Handbook. The spells for this domain are added to your known spells when you reach a level in this class with the spell slot level required for each spell. These spells do not count against the number of spells you know.  

Blessed Staff

  At third level, you can choose a quarterstaff as your holy instrument whenever you complete a long rest. This quarterstaff functions as your spellcasting focus and is considered magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Additionally, you can choose to use Wisdom instead of Strength or Dexterity for determining your Attack and Damage rolls when attacking with your Blessed Staff. Whenever a feature such as Flurry of Blows or Martial Arts allows you to use Unarmed Strikes, you can choose to use your Blessed Staff instead.  

Channel Penance

  At sixth level, you can use an action to Channel Divinity feature Smite Undead, Divine Spark, or the option that comes with your Divine Domain. If the feature specifies a Cleric level, use your Monk level instead. Different Domains might allow your Channel Divinity to be used as a reaction, bonus action, or activated by an attack instead. Once you have used this feature, you cannot use it again until you complete a short or long rest. Once you reach 17th level in this class, you can use this feature twice between each short or long rest.   Smite Undead. As an action, you present your Blessed Staff and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has the Frightened condition for one minute and takes Radiant damage equal to a number of Martial Arts die equal to your Wisdom modifier. This effect ends early on the creature if it takes any damage after this action, you have the Incapacitated condition, or you die.   Divine Spark. As an action, you point your Blessed Staff at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll two Martial Arts dice and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant (your choice) damage equal to that total. On a successful save, the creature takes half as much damage (round down). This damage increases to four Martial Arts die at 17th level.  

Radiant Soul

  At eleventh level, when you cast a healing spell through your Blessed Staff, you can add your Martial Arts dice to one of the spell's healing rolls. You can also spend a Ki point to upcast a Penitent spell without expending a higher spell slot. The number of Ki points you can spend on this feature is equal to half your proficiency bonus (rounded up).   You also learn the spell Commune, which you can cast without expending a spell slot. Once you have cast this spell, you cannot cast it again until you complete a long rest.  

Divine Gift

  At seventeenth level, you can devote five Ki points to your deity so you can cast one of the fourth or fifth level spells from your Divine Domain. Once you use this feature, you cannot use it again until you complete a short or long rest.   Additionally, whenever you take the Attack action, you can spend a Ki point to cast a Penitent cantrip as a bonus action.
Way of the Penitent

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