Base Class: Monk
Monks of the Ethereal Soul follow a tradition that taps into the beings of shadow beyond the material plane. They are imbued with the essence of the ethereal spirits to seemingly fade between shadow and light, incorporeal and physical. Like creatures that walk the spirit realm (wraiths, shadows, and specters), these shadowy monks are attuned to the life energy connecting all objects and creatures and can tap into these forces to evoke powerful supernatural abilities – often at a cost of their own life essence. They often serve as spies and assassins, with an innate ability to travel unseen and access the inaccessible. They can be members of a ninja monastery, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Like most monks, Ethereal Soul Monks are in peak physical form and can push their bodies beyond the limit of most mortals. However, monks of this tradition are equally adept communing with the spirit realm and can tap into this life force in themselves and others to achieve unnatural powers.
As a result, the Way of the Ethereal Soul Monk subclass uses two distinct mechanics to embolden their abilities.
- Focus: Representing the monk’s heightened physical and mental prowess.
- Soul Siphon: Representing the subclass’ spirit-based abilities. When using the Soul Siphon feature, the monk may take necrotic hit point damage equal to a roll of the martial arts die to endow the character with supernatural talents. This damage cannot be reduced in any way. Unless specified otherwise, the Soul Siphon ability may only be used once per turn.
Shadow Arts
You have learned to draw on the power of the Shadowfell, gaining the following benefits.
Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Blindsight. You gain Blindsight with a range of 20 feet.
Shadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.
Soul Siphon
Soul Siphons powers the subclass’ unique spirit-based abilities. Upon attuning with a Soul Necklace, you may use the Soul Siphon ability. When using the Soul Siphon feature, the monk may take necrotic hit point damage equal to a roll of the martial arts die to endow the character with supernatural talents or enhance an existing physical skill. This damage cannot be reduced in any way. Unless specified otherwise, the Soul Siphon ability may only be used once per turn.
Soul Siphon abilities are used by consuming Soul Siphons “points”, sharing some similarities to the Sorcerer’s Sorcery points. Each siphon represents a soul “consumed”; stored to later power the character’s supernatural abilities. Each Soul Siphon ability has an associated point cost which must be met to execute the ability. Unless stated otherwise, Soul Siphon abilities are free actions, enhancing an existing action or bonus action. Soul Siphons are created in two ways
- By using a bonus action to consume the soul of a recently expired NPC within 30ft of the player character, storing it for later use in the character’s soul gem
- By extracting one’s own life force (hit points) on your turn to create one or more siphons to power an ability enhancement. For each Soul Siphon created in this manner, you take necrotic damage equal to your Martial Arts Die. You cannot reduce this damage in any way. You can create as many siphons as you would like in this manner on a turn but must suffer the full amount of damage for each siphon created.
The maximum number of Soul Siphons a player can store at once increases by monk level and is equal to the following table.
| Monk Level | Maximum Soul Siphons Stored |
|---|---|
| 3rd | 2 Soul Siphons |
| 5th | 3 Soul Siphons |
| 9th | 4 Soul Siphons |
| 13th | 5 Soul Siphons |
| 17th | 6 Soul Siphons |
Arcing Scythe
As an action, you swing a spectral scythe in a wide arch. Each creature in a 15ft cone must make a Dexterity Saving throw. A creature takes 3d6 necrotic damage on a failed save, half as much on a successful one. Cost 1 Siphon
Awaken the Dead
Spectral arms erupt from the ground in a 20-foot-radius sphere centered on a point within a 120 foot-range, grasping and clawing at within. The ground becomes difficult terrain. Each creature in the area must make a Dexterity Saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and 2d10 necrotic damage. On a successful save, a creature takes half damage only. Cost 3 Siphons
Ethereal Shunt
Rather than make one of your attacks, you can force your target to make a Wisdom Saving throw. On a failed save, the creature is shoved 15 feet away as its spirit is projected from its body for a moment. Its movement is then halved until the start of its next turn, as it experiences physical fatigue upon reuniting with its soul. Cost 1 Siphon
Life Transference
As an action, you sacrifice some of your health to mend another creature’s injuries. You take necrotic damage equal to 2 Martial Arts Die, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. For each Soul Siphon you extract above 2, you may heal twice the necrotic damage you take. Cost 2 Siphons (self-extraction only)
Phantasmal Illusion
Rather than making one of your attacks on your turn (action or bonus action), you instead teleport 10 feet from your current location to an unoccupied spot and become invisible until the start of your next turn. You lose your invisibility if you move, cast a spell, or make any attack action. A spectral version of yourself forms in your original space. While life-like, the illusion has no HP, cannot move or take actions, and dissipates at the start of your next turn. The ability fails if there is no unoccupied space within 10 feet of you. Cost 1 Siphon
Reaping Scythe
A spectral scythe forms around your fist, empowering your next attack. When you hit a creature with your next unarmed strike, the target takes additional necrotic damage equal to your martial arts die + wisdom modifier, at which point the spectral scythe disappears. For each additional Siphon you consume, you may infuse your strike with an additional martial arts die in necrotic damage. Cost 1 Siphon
Rejuvenating Spirit
As a bonus action, you touch a target within 5 feet of you and sap a portion of their soul's essence, creating a soul siphon to nourish your health. You heal hit points equal to your martial arts die + wisdom modifier.
You may use this ability a number of times equal to your proficiency bonus per long rest. Cost 1 Siphon
Soul Projection
As an action, you cast the [spell]Animate Dead[\spell] The spell takes effect for one minute. Cost 3 Siphons
Soul Taker
As an action, you consume attempt to gain control over the soul of a humanoid that you can touch though a battle of wills. The target must make a Wisdom saving throw. On a failed save, the creature suffers the effect of the Dominate Person spell for one minute. Each time the target takes damage, it makes a new Wisdom saving throw (DC {{savedc:wis}}) against the spell. If the saving throw succeeds, the spell ends. Additionally, if the target rolls a critical success on its saving throw, you become stunned for a round, as your spiritual influence is violently jettisoned from the target’s soul. If the creature is brought to 0 hit points while under your influence, you recover all Soul Siphon charges, as the target's soul is completely consumed. Cost 4 Siphons
Spectral Malaise
As an action, you sap the target of its vigor, causing it to be overcome by a wave of lethargy. You force the target to make a Wisdom saving throw. On a failed save, the creature suffers from the effect of the [spell]Bane[\spell] spell until the end of your next turn. You also gain resistance on the first attack made by this creature. Cost 1 Siphon
Unearthly Vigor
Your connection to the essence of the undead allows you to push yourself beyond the limits of your mortal shell. You can take an additional bonus action on your turn. The exertion causes physical strain, however, limiting you to a single focus point usage across both bonus actions. Cost 1 Siphon
Visage of the Undying
For 10 minutes, you register as an undead. You do not need to eat or breathe, and you have advantage on intimidation checks and disadvantage on persuasion checks, as your body changes to a fearsome and horrifying appearance. Cost 2 Siphons
Shadow Step
While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.
Improved Shadow Step
You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.
Cloak of Shadows
As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.
Invisibility. You have the Invisible condition.
Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.
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Posted Dec 20, 2024Absolutely love this!!
Although there are a couple of things that aren't working properly, mainly the Soul Siphon feature isn't a pool like sorcery points are; instead, it has the charges on the individual abilities. Also on those abilities, it should show the monk martial arts die but instead says "scalevalue - No level scale data available" +5. Probably an error with the snippet code.
Otherwise this is amazing.
A wayyyy more flavourful and fun version of shadow monk.