Monastic Tradition - Way of the Saint

While many monastic traditions are born out of strict practice and discipline the Way of the Saint is one that seems to instead call people to it, teaching them by nature, rather than nurture. There are no monasteries or dojos of the Saints, and each trains themself alone.

While many monks who follow the Way of the Saint are deeply religious and affiliated with a church, this is not universally the case - some hold no spiritual beliefs beyond the inherent goodness of people and the desire to protect and aid the weak. How the Way of the Saint came about is unclear, but a common theory is that some individuals are touched by a primordial force for Good, just as some celestials are.

Saints often find places among adventuring parties due to their tendency to travel and aid others, both directly and indirectly. Saints may also seek to save the souls of adventurers that stray towards darker paths.

Holy Touch

From 3rd level, your gentle fists become enhanced with radiant light. Once per turn when you hit an enemy with an unarmed strike you deal additional radiant damage equal to your martial arts die. Against fiend or undead creatures, you add twice your martial arts die instead.

Sacred Spells

From 3rd level you gain the ability to cast the Guidance and Resistance cantrips. In addition, you can cast the Bless spell a number of times equal to your Wisdom modifier, refreshing on a long rest. Once you have expended your uses of this, you can cast it instead at a cost of 1 ki point.

You may still make a Martial Arts attack as your bonus action on a turn you cast a spell from your Sacred Spells feature.

Saint's Protection

From 6th level when you see a creature within 30ft take damage or suffer from an effect that would kill them, you can use your reaction to negate the effect or damage, immediately stabilise them, and teleport them to a location you know and can visualise within 500ft.

Saint's Protection can be used once, refreshing on a long rest. You can expend 3 ki points to use it again, if it has already been expended.

Enhanced Sacred Spells

From 6th level when you take the attack action or use Flurry of Blows you may substitute a cast of Bless for one of your attacks instead of using its normal Action cost. In addition, when you cast Bless from your Sacred Spells feature, you can expend additional ki points up to your proficiency bonus to cast it as if it were from a higher level spell slot at a cost of 1 ki point per spell level.

Sacred Safeguard

From 11th level when you enchant creatures with Bless from your Sacred Spells feature your gentle radiance guards them from damage. The next damage they take within 1 minute is reduced to 0.

In addition, when you cast Bless from your Sacred Spells feature you can expend 2 ki points per person to cast Lesser Restoration on them.

Wisdom of the Saint

From 11th level you gain proficiency in the Religion skill if you didn't have it already, and can substitute Wisdom instead of Intelligence for ability checks that require it. If you already had proficiency in this skill, you can apply your proficiency bonus twice instead.

Revenance of the Soul

From 17th level when you die, you are given the chance to rise again to carry out your final mission. After you are killed you can choose to activate Revenance of the Soul. You return to life with half your maximum hit points. Any poisons or nonmagical diseases that affect you are cured, but this does not remove any magical diseases, curses, or similar effects. It closes all mortal wounds, but does not restore missing body parts, meaning it automatically fails if you lack a head.

You die once more if you are reduced to 0 hit points (without making death saving throws) or after 1 minute.

Revenance of the Soul can be used once, refreshing after seven long rests.

Sanctuary and Sin

From 17th level you gain access to two abilities, Absolute Sanctuary and Repentance of Sin. You choose which one of these you have access to as part of a long rest, but can only have one available at a time. These can be used once, refreshing on a long rest. Once they have been used, you can expend 10 ki points to use them again.

Absolute Sanctuary. As an action you can project an aura of saintly protection to all within 100ft. Until the end of your next turn, all creatures - friend and foe alike - within the area are immune to damage and cannot die.

Repentance of Sin. As an action you call to the souls of enemy creatures in a 60ft radius. Their sins manifest as illusory copies, adjacent to their original. The copies immediately use 1 action to take the most damaging action against their original, be that a multiattack, a spell, or some other feature. The copy uses the original's statistics, at the time they are copied. Once the action has been taken and resolved, the copies vanish and the spell ends.

You may still make a Martial Arts attack as your bonus action on a turn you use your Sanctuary and Sin feature.