dauntless/content/Classes/Monk/Way of the Righteous Fist.md
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source: Book of Blades
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[[assets/0bcf74018d1738595a4625eed7308072_MD5.jpeg|Open: a3a7373878bd10338b3fe0a70d4fe3f7.jpeg]]
![[assets/0bcf74018d1738595a4625eed7308072_MD5.jpeg|Andrew Clark|284x359]]
Monks of the Righteous Fist subclass channel their deep spirituality into energy, dealing devastating strikes infused with holy power. Their deep devotion to a particular religion, spirituality, philosophy, or path empowers them with the will and fortitude to cleanse themselves and others of darkness.
||**Righteous Fist Progression**|
|---|---|
|**Monk Level**|**Features**|
|3rd|Blazing Strike, Manifest Light|
|7th|Soul Flare|
|11th|Cleansing Soul|
|15th|Soul Burst|
# Blazing Strike 
_3rd-Level Righteous Fist Feature_ 
You can infuse your strikes with searing light. When you hit with a monk weapon or unarmed strike, you can deal radiant damage instead of the weapons normal damage type. If the target is Undead or fiend, your strikes deal an additional die of damage equal to your martial arts die.
You can increase the damage of your Blazing Strike by spending technique points. For each 1 point you spend, roll an extra martial arts die of radiant damage. The maximum number of technique points you can spend on this feature equals half your monk level.
# Manifest Light 
_3rd-Level Righteous Fist Feature_ 
 As a bonus action, you can spend 1 technique point to manifest your inner light through some part of your body. When you do, you shed dim light in a 30-foot radius that is visible only to you for 1 minute. Magical darkness obscures this light.
When you first manifest the light, choose one of the following properties.
- **Burnished Fist.** Your hands shed bright light in a 10 foot radius and dim light in 60-foot radius beyond that.
- **Harsh Light of Reality.** Your eyes flare with light. You know the creature type of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within the dim light radius of Manifest Light that is visible only to you.
- **Wings Alight.** Light bursts from your shoulder blades in a winglike pattern. You gain a flying speed of 60 feet until the end of your turn.
# Soul Flare 
_7th-Level Righteous Fist Feature_ 
You can expand your inner light to touch those around you. As an action, you spend 2 technique points to magically create a 15-foot-diameter sphere of radiant energy centered on yourself. When you do so, choose one effect: 
- **Cleansing Flare.** Each creature of your choice within the area must make a **CON** save. On a failure, a creature takes 3d6 radiant damage, or half as much damage on a success. You can increase the size of your Cleansing Flare by 10 feet for every 2 technique points you spend above 2.
- **Soothing Flare.** Each creature of your choice within the area regains 1d6 hit points. For every 2 technique points you spend above 2, you can increase the healing done by your Soothing Flare by 1d6.
# Cleansing Soul 
_11th-Level Righteous Fist Feature_ 
You can extend your soul to cleanse yourself and those around you. At the end of a short rest, you can end a condition or affliction on yourself. You can extend this cleansing to include creatures within 30 feet of you by spending 2 technique points for each additional creature you wish to cleanse. The effects you can cleanse are:
- Blinded
- Charmed
- Deafened
- Paralyzed
- Poisoned
- A curse
- An effect that reduces an ability score
- An effect that reduces hit point maximum
Spend the technique points at the beginning of the short rest. At the end of the short rest, you end one effect on a creature. With multiple uses of this feature, you can cleanse different creatures of different conditions or afflictions.
# Soul Burst 
_15th-Level Righteous Fist Feature_ 
You can summon the light of the sun to push back darkness. As an action, you spend 5 technique points to cause a flash of sunlight to burst from your body. Each creature within a 60-foot radius must make a **CON** save. On a failure, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a success, it takes half as much damage and isnt blinded by this effect. Undead and Fiends have disadvantage on this save. A creature blinded by this effect makes another **CON** save at the end of each of its turns. On a successful save, it is no longer blinded.
When you activate this feature, you can designate any number of creatures within the area, and spend 2 technique points per creature. These creatures automatically succeed on their save.