Way of the Vow

Vow

At 3rd level when you choose this way you pick a vow from the following list, adhering to this vow grants you divine power. If you break your vow even if it is unitentional you lose your spell casting until you re-commit to your vow during a long rest. Whenever you finish a long rest after re-commiting to your vow you regain the use of one spell slot starting with the lowest level slot.

I have taken a vow of silence and will not speak.(You learn sign language)

I have taken a vow of fasting and will eat or drink nothing other than bread and water. (this include not drinking potions)

I have taken a vow of non violence and must never kill any living creature no matter how small or how much danger they pose to me.(you can still incapacitate foes)

Spell Casting

Spell Slots

Monk Level 1st 2nd 3rd 4th 3rd 2 - - - 4th 3 - - - 7th 4 2 - - 10th 4 3 - - 13th 4 3 2 - 16th 4 3 3 - 19th 4 3 3 1

The Way of the Vow Spellcasting table shows how many spell slots you have to cast your paladin 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.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your wisdom modifier (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Wisdom is your spellcasting ability for your Paladin spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + proficiency bonus + Wisdom mod

Spell attack mod = proficiency bonus + Wisdom mod

Smiting Blow

At 6th level, when you hit a creature with an unarmed attack, you can expend one spell slot to deal radiant damage to the target, in addition to the attacks damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell-level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6. You can instead expend 3 ki points instead of a 1st level spell to perform a smiting blow.

Warding Aura

At 11th level You can spend 2 ki to project an aura as a bonus action that last 1 minute, when you or a friendly creature within 10ft feet of you must make a saving throw they can add 1d4 to that save. In addition when a creature in your aura takes damage you can expend 2 ki as a reaction to reduce that damage by 1d6 + your wisdom modifier. You must be conscious to grant this bonus. To maintain your aura you must concetrate on it as if it was a spell.

Radiant Fist

At 17th level the first attack that hits on your turn deals bonus radiant damage equal to your wisdom modifier.