Way of the Radiant Fist Monk V.2

by CrimsonAllah

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WAY of the RADIANT FIST

A Monastic Tradition for Monks

Subclass Designed by:

Jeremy Chamberlain

For Personal Use Only. Not for Resale.

Designer Notes

This section is for anyone who is interested in the design process and theory crafting that went into this subclass. If this kind of stuff bores you, feel free to skip right to fun part!

Origins

This subclass was born of two desires: to translate the 4e Paragon Path ‘Radiant Fist’ to 5e and to also address the inherent (forgive me) mediocrity of the 5e monk class in general.

One of the very few times I’ve been able to drop the DM hat and just play was during the 4e days. The character I played was a Monk/Radiant Fist and it was one of the most enjoyable characters I’ve ever created. I loved that the paragon path leaned hard into the spiritual/religious aspects of the monk that, in my humble opinion, is often downplayed in favor of a pure martial artist theme. It’s a fine alternative non-paladin take on the holy warrior concept.

I also, like many others, found the 5e monk a bit underwhelming. They don’t seem to do anything well, whether it be tanking, damage, support, utility, etc. I’ve found that people in my games that are playing monks (and rangers for that matter) in 5e are doing so for the theme and not the mechanics. This is something that I think WotC is attempting to address with their new subclasses, such as the Astral Self monk, which gives the monk quite a bit more ‘oomph’, as it were. I’ve kept that design philosophy in mind with this subclass.

Design

I’ve taken the Radiant Fist abilities as presented in the 4e Player's Handbook 3 and translated them into 5e mechanics. While I attempted to remain faithful to the original concepts, I did have to massage them a bit in order to create a subclass that is both balanced, interesting, and fun to play. I also modified the names so that they would fit the translated abilities a bit more snuggly. Example: “Undimmed Sun” became “Touch of the Undimmed Sun”, “Divine Sun” became “Divine Sun Burst”. Etc.

As I said above, I also took into consideration WotC recent attempts to boost lackluster classes like the monk and ranger with more powerful subclasses. The Horizon Walker and Astral Self subclasses in particular are great examples of this approach. Power creep is always an understandable danger in creating homebrew content, but I don’t believe that I’ve exceeded the more recent precedents that WotC has set.

Example: ‘Radiant Fist’. This is an ability that grows as the monk gains levels. The enhancement of adding 1/2 of your wisdom modifier to attack rolls is my attempt to patch the almost complete lack of items that enhance the attack rolls of unarmed strikes. I believe there’s a total of one official item that’s does so. It’s also a feature that increases as you increase your stats and should roughly keep the monk’s unarmed strike attacks on par with other character’s magic weapons.

In keeping with the precedent of Fey Wanderer rangers and Astral Self monks gaining damage increases as they level up, I decided to lean into the monk’s role as a striker and incorporated the same concepts with the 3rd and 11th level enhancement. A Radiant Fist monk should produce equivalent damage to what a Fey Wander would produce at 3rd level and what an Astral Self monk can produce at 11th level.

I would also like to point out that Radiant Fist paired with the 17th level ability ‘Blinding Sun Technique’ only turns you into a murder machine until the end of your next turn, unlike the Astral monk’s 17th level ability which lasts for a full 10 minutes.

One more note: Perfect Self (Enhances 20th level monk feature ‘Perfect Soul’). This was a purely personal addition that harkens back to the 3e 20th level monk feature. I loved that the ultimate goal of a monk was to transcend the mortal plane and become something other than humanoid, namely an ‘Outsider’, 3e’s category for celestials, demons, etc. I chose 5e’s celestial creature type because it fits the subclass’ divine theme and the real-world concept of monks of certain religions ultimately ascending into a higher state of being.

The best D&D cannon of this is the human monk Kane, Grandmaster of the Monastery of the Yellow Rose, as he is presented in R.A Salvatore’s more recent Drizzt novels. He is consistently described as someone who has transcended the mortal coil to have become something more than human. Considering that during the Forgotten Realms setting’s current time period, he is sitting pretty at 187 years of age and able to take out the infamous Drizzt Do’Urden in a dual speaks to his more than mortal status.

Anyways, I hope you enjoy!

Jeremy Chamberlain
25 Year Veteran DM

Subclass Design: Jeremy Chamberlain
PDF Design: Andrew Rowley

Way of the Radiant Fist | Jeremy Chamberlain

Way of the Radiant Fist

Monk Subclass Option

You were trained in a monastery devoted to the gods, guiding your mastery of Ki with the discipline and study of your faith. You most likely worship Lathander, Moradin, or the Triad (Tyr, Torm, and Illmater) but most non-evil deities have at least one monastery devoted to the fighting arts.

Your monk abilities are touched by divine power, allowing you to channel divine energy and tap into the celestial realm. Like other monks, you move with incredible speed and strike with unmatched power but in addition, the gods have blessed you with divine power in order to vanquish the servants of darkness.

Illuminated Soul

Starting at 3rd level, you are a beacon of light in the darkness. you gain the light cantrip if you don't already know it.

Channel Divinity

At 3rd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain one such effect: Divine Sight.

When you use your Channel Divinity, you create the effect as described. You must then finish a short or long rest to use your Channel Divinity again.

Your Channel Divinity effect requires a saving throw. When you use such an effect from this class, the DC equals your monk's Ki save DC.

Divine Sight

Your piety and devotion allow you to channel divine energy. As an action, you can call upon your deity to bless your sight that you may see with the eyes of the divine. For 10 minutes, you know the location of any celestial, fiend, or undead within 30 feet of you. You know the type (celestial, fiend, or undead) of any being whose presence you sense, and their presence may not be hidden by magic or any other means. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated.

Radiant Fist

At 3rd level, you can call upon the divine to empower you in the fight against the darkness. As a bonus action, you can spend 2 ki points and imbue your unarmed strikes with divine energy for 10 minutes. While this ability is active, you gain the following benefits:

  • Your unarmed strikes deal radiant damage.
  • Once on each of your turns when you hit a target with your unarmed strike, you can deal extra radiant damage to the target equal to your Martial Arts die. At 11th level, your radiant strikes grow more potent. You can apply this extra damage twice per round.
  • At 6th level, your unarmed strikes are now guided by the divine and you can add half of your Wisdom modifier (rounded up) to attack rolls.

Touch of the Undimmed Sun

At 6th level, your divinely empowered touch can mend minor wounds. When you use your Flurry of Blows while Radiant Fist is active, you can replace one of your unarmed strikes with a healing touch that restores a number of hit points equal to a roll of your Martial Arts die.

Alternatively, while Radiant Fist is active, you can spend 2 ki points to cast lesser restoration.

Divine Sun Burst

At 11th level, divine radiance surrounds you as you teleport yourself across the battlefield and sear through your enemy’s defenses. As a bonus action, you can spend 2 ki points to magically teleport up to 30 feet to an unoccupied space you can see. Immediately after you use Divine Sun Burst, each creature of your choice that you can see within 5 feet of you takes radiant damage equal to your Wisdom modifier (minimum of 1 damage).

Blinding Sun Technique

At 17th level, you temporarily transform yourself into an avatar of divine light. As a bonus action, you can spend 5 ki points and infuse your body with divine radiant energy, becoming a living beacon of divine light. When activating this ability, you gain the following benefits:

  • You shed bright light in a 10-foot radius and dim light for an additional 10 feet until the end of your next turn.
  • Any magical darkness within a 20-foot radius of you is dispelled until the end of your next turn.
  • Each creature of your choice within 10 feet of you gains vulnerability to radiant damage until the end of your next turn.
  • Each creature of your choice within 10 feet of you must make a Constitution saving throw vs your spell save DC (Wisdom). If the creature fails, it is Blinded until the end of your next turn.

Perfect Self

20th-level monk feature (enhances Perfect Soul)
At 20th level, you have transcended the restraints of your mortal coil to become a being of the celestial realms. Your creature type is now celestial.

Way of the Radiant Fist | Jeremy Chamberlain
 

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