Monk
Base Class: Monk

These monks use their Ki to remove the spirits of creatures and form them into weapons and armor. They do not use conventional weapons or armor because they have a chance to break the connections to the spirits they wield. They can store a number of spirits and change them out by using their Ki. The number of spirits you can have attuned goes up with your level in this subclass as you become more adept at maintaining multiple connections.

Wielding conventional weapons and armor can cause disruption to your attuned spirits. When you have conventional armor or weaponry equipped you gain a chance break your connection when taking damage. If you are hit you must make a Concentration Check to see if you your connection is disrupted. If you fail you must use a bonus action to attune each spirit lost.

When you gain a spirit your DM will craft the abilities. They can be set or randomly rolled. Here are some Examples.

  • Giant Scorpion Spirit.
    • Your unarmed damage die is upgraded and your damage becomes slashing damage.
    • You can use your bonus action to Spend one Ki point to add poison to your next melee attack. The DC is equal to your Ki save DC and the damage is 2d6 with an additional die for each Ki spent. Of a failed save the target is poisoned. On a successful save the target takes half damage.
  • Wyrmling Spirit
    • Bonus to AC, +2
    • Damage resistance equivalent to the wyrmling color
  • Giant Eagle Spirit
    • Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.
    • You have a 10ft bonus to movement speed.

Mortuary Vessel

You have an object that becomes a store for your spirits. Your spirits grant you abilities\spells, bonuses to damage or defense, or bonus to skills. You can store a number of spirits equal to your Monk level. You can use your bonus action to switch your attunement between spirits. You can use Ki to do this, if you don't you gain one level of exhaustion. You can attune one at level 3, two at level 6, and three at level 11.

During a short or long rest you can attune any number of spirits.

Spirit Disruption: When you take damage while wearing conventional armor or wielding weapons you must make a concentration check. If you fail you lose attunement to a random spirit.

Spirit Rend

You have the ability to try and remove a spirit from a creature and craft it into an item to use. When you do this you expend one Ki point after you hit with a melee attack on the creature. If the target is conscious it must make a wisdom saving throw vs your roll d20 + your wisdom modifier + proficiency bonus. If you win it takes d6 necrotic damage for each monk level. If this reduces the target to 0 your successful in removing its spirit. If your target succeeds in the save it takes half damage and you do not remove it's spirit. If the target is dead for less than one minuet you must make a skill check d20 + your wisdom modifier + proficiency bonus. The difficulty of pulling the spirit from the ethereal plain is determined by your DM. You can perform this once on the same creature when its living and once when its dead if the creature spirit was not removed before. Once pulled the DM will tell you what elements of the creature you currently have in the spirit.

Spiritual Medium

At 6th level, you have learned a way to strengthen your bond with your spirits. The benefits from your attuned spirits can be strengthened by empowering them with Ki using your bonus action or reaction.

Your spirit gains a more physical form, the aura around you becoming denser. You can increase bonus given by your attuned spirits to your AC, Saving Throws, and Ability's by 1 for each Ki spent. Your spirit attacks damage type becomes force damage. And you can spend Ki Points to increase this damage. You gain 1 more dice of damage per Ki Point used this way. This increase in damage or defense lasts until the beginning of your next turn.

Spirit Sense

At level 11 you are able to detect the presence of spirits even at great distances. As an action you allow your connection to the ethereal plane guide your senses to these creatures. For 10 minutes you know the location of any creature that has a spirit within 100 ft of you. With another action you can increase your focus and learn 2 things:

  • The exact number of creatures you're sensing.
  • You gain a glimpse of their power. The DM gives tells you if the creature is: weak (CR 0 to 1), average (CR 2 to 4), strong (CR 5 to 9), powerful (CR 10 to 15), fearsome (CR 15 to 20), terrifying (CR 21 to 26), monstrous (CR 27 to 30).

This has one use at level 11, and two at level 17.

Spiritual Armor

Starting at level 17 you are able to greatly increase your connection to your spirits. With a bonus action you activate this connection that lasts for 1 minute. While in this form you gain a number of temporary hit points equal to your monk level times your Wisdom modifier, to a maximum of 5 (if your modifier is higher than 5, treat it as a 5 when calculating these hit points).

This feature can be used once. To use it again you must finish a long rest.

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