Way of the God Fist

Within the holy temple of Gaeshema, there are two ways that a practitioner of the God techniques can focus on. The way of the God Fist is the offensive focus of the God techniques. The way of the God Fist focuses on defeating their opponents with grand power within simple movements. This is done by creating devastating blows in which the God Fist practitioner can react with great finesse. The stronger God Fist practitioners can use their ki to create devastating blows.

Resonating Divinity At 3rd level, you can use a ki point to throw out a ball of divine energy that is constantly resonating to you. This special attack is a ranged spell attack with a range of 30 feet, which increases to 60 feet at level 8. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The amount of damage dice dealt by this feature increases by 1 when you reach 5th Level (2 martial art dice), 9th level (3 martial art dice), 13th level (4 martial art dice) and 17th level (5 martial dice). At level 8, the divine energy now perfectly resonates within you. If you hit a creature with your ball of divine energy by using your Resonating Divinity feature, you can spend another ki point (no action required) to immediately appear in an unoccupied space within 5 feet of it.

Multiple Layers of Heaven At 6th level, when you use your Resonating Divinity feature or a different action that isn't an attack action, you can still spend a ki point, to use your flurry of blows. At level 10, you can spend an additional ki point to make three unarmed strikes with your flurry of blows. At level 20, you can spend three additional ki points to make four unarmed strikes with your flurry of blows.

Tempest Step At 11th level, you gain the ability to create a powerful tempest of energy with your steps. As an action, you infuse your body with energy and slam your foot down on the ground, releasing a powerful shockwave around 10 feet of you. Each creature within range must make a Dexterity saving throw, taking 2d6 radiant damage and be knocked prone on a failed save, or half as much damage and not be knocked prone on a successful one. A creature doesn't need to make the save if the creature is behind total cover. You can increase the tempest's damage by spending ki points. Each point you spend, up to a maximum of 5, increases the damage by 2d6.