Way of the Seven Heavens

While most monks follow the ways of the universe, monks following the way of the seven heavens strive to mirror the abilities of celestials, drawing their power from the various groups of celestials that dwell in the outer planes.

Some follow this path to more effectively strive for good, while others drain the power from a celestial for their own ends.

Court Service

When you choose this archetype at 3rd level, you also enter the service of a particular group of celestials. You gain a benefit from this service at 3rd level, and additional benefits at 11th and 17th level.

Aasimon The Aasimon are statuesque humanoids with varying skin colors and wings. As a reaction when you take damage, you can spend 2 ki points to halve the attack’s damage against you.

Archeons Archeons are lawful and organized inhabitants of the upper planes. You may spend 2 ki points to cast Sanctuary. The first time a creature hits you with a melee attack, it takes 2d4 Radiant damage and the spell immediately ends.

Eladrin Eladrin are fey rather than celestials, but are often mistaken for celestials given their regular cooperation with them. As a bonus action, you can expend 2 ki points to teleport up to 30 feet to an unoccupied space you can see.

Guardinals Guardinals are beast like celestials, eschewing preference for law or chaos. Whenever you make an attack roll, you may spend 1 ki point to ignore disadvantage from being exhausted, frightened, or grappled. You may also spend 1 ki point on your turn while paralyzed or stunned to take a single action or bonus action, ignoring the condition when you do so. You cannot cast a spell or benefit from the extra attack feature while using an action in this manner.

Fallen Angels Dwelling in the lower planes, fallen angels act to support evil forces, enacting a terrible cost on their minions. Your Unhallowed Enemies bonuses apply against celestials as well as the other creature types.

Unhallowed Enemies

Beginning at 3rd level, you have significant experience studying, tracking, and hunting, a certain type of enemy.

Choose a type of unhallowed enemy: either fiends or undead.

You have advantage on Wisdom (Survival) checks to track your unhallowed enemies, as well as on Intelligence checks to recall information about them. You also gain a +2 bonus to damage rolls against your unhallowed enemies.

At 11th level, you gain a second unhallowed enemy; whichever option you did not choose at 3rd level.

Divine Accuracy

By 6th level, your dealings with the celestial realms have granted you some influence with those living in them. You can invoke your contacts among the upper planes, upon which they grant you a +3 bonus to melee attack rolls for 1 minute (no action required by you).

You can use this ability a number of times equal to your wisdom modifier, and regain your uses of it at the end of a long rest.

Favor of the Court

At 11th level, you are infused with additional powers from your chosen court. This grants increased abilities, sometimes including spellcasting. If your court grants you the ability to cast a spell, the spell save DC is equal to 8 + your proficiency modifier + your wisdom modifier.

Aasimon Aasimon have the innate ability to see through illusions and know lies. As an action, you can spend 5 ki points, granting yourself either truesight to a range of 30 feet or the effects of a zone of truth spell within 30 feet.

Archeons You have picked up the power for the Archeons. When you hit a creature with a melee attack, you can spend ki points to empower your strike with radiant energy as part of the attack. For each ki point you spend, you deal an additional 1d4 radiant damage.

Eladrin Eldarin form close bonds to nature You may spend 8 ki points to cast the conjure animals, or conjure woodland beings spells. You have advantage on saving throws to maintain concentration on spells you cast in this manner.

Guardinals You have healing abilities similar to those of the guardinals. As an action, you can reach out and touch a creature, spending 2 ki points to cure the target of one disease or neutralize one poison affecting it, or 4 ki points to cast the lesser restoration spell targeting that creature. You can spend additional ki points in this manner, curing a number of diseases or neutralizing a number of poisons equal to half the ki points spent.

Fallen Angels Torn from the heavens, fallen angels use their innate gifts to warp the minds of those they meet. You can spend 7 ki points as an action to use such power yourself. A creature within 20 feet of you that can both see and hear you must make a Charisma saving throw against a save DC of 8 + your proficiency modifier + your wisdom modifier. On a failed save, the creature becomes charmed by you for 1 hour, but can repeat this saving throw each time your your allies harm it, ending the effect of a success.

During this time, the charmed creature regards you as a trusted friend to be heeded and protected and takes your requests or actions in the most favorable way it can, although it isn't under your control.

You can only maintain this effect on one creature at a time.

Godsblood

From 17th level, your intrinsic link to the upper planes allows your to avoid harm. You have advantage on saving throws against the charmed, frightened, paralyzed, petrified, poisoned, and stunned conditions.

You also gain resistance to Necrotic damage and one other damage type, based on the court of celestials you serve.

Court Resistance
Court Damage Type
Aasimon Cold
Archereons Lightning
Eladrin Fire
Guardinals Poison
Fallen Angels Radiant

Made by Sandmote from Giant in the Playground