Monk
Base Class: Monk

The Warriors of the Triad harnes the mystical energies of death and the afterlife, aligning their spirit with one of three ancient deities who govern the realms of the departed.

Monks of this path may walk with Belenus, the Guardian of the Twilight, who guides souls through the shadows with a protective wing; bond with Themis, the Judge of the Damned, whose piercing eyes discern truth and impose celestial justice; or follow Sargoth, the Jailer of Renewal, who embodies the fierce cycle of death and rebirth. Each path shapes the monk’s presence on the battlefield and in the broader world, turning them into avatars of their patron’s will—guardians at the gateways between life and death, arbiters of fate, or harbingers of necessary destruction and renewal.

The existence of the Warrior of the Triad is a dance with the ethereal, a deep communion with forces that others fear to acknowledge.

Level 3: Spiritual Shroud

Those who govern the domain of the dead send spirits to aid you in combat. At the start of your turn, you can expend 1 Focus Point to imbue yourself with spiritual energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. When you do so, you gain one of the following benefits of your choice for the duration. Activating this effect again causes the previous effect to be replaced.

Belenus' Spirit. When you activate the Spiritual Shroud, you and all creatures of your choice within 10 feet of you gain temporary hit points equal to one roll of your Martial Arts Die plus your Wisdom modifer. You can activate this feature again on subsequent turns as a bonus action or by expending a Focus Point to do so again at the beginning of a turn.

Themis' Spirit. When you hit a creature with an Unarmed Strike, the creature has disadvantage to attack anyone but you until the start of your next turn.

Sargoth's Spirit. Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your Monk's Focus save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn.

Level 3: Aid from Beyond

You learn the Guidance cantrip. Wisdom is your spellcasting modifier for it.

Level 6: Strength of the Many

You can command the spirits of the dead who protect you to protect your allies. When a creature you can see within 60 feet of you takes damage, you can use your reaction to reduce the damage taken by two rolls of your Martial Arts die plus your Wisdom modifier.

Level 11: Empty Vessel

Your Spiritual Shroud improves. Belenus can affect creatures which are up to 30 feet away, while Themis is active the reach of your Unarmed Strikes increases by 10 feet and while Sargoth is active you gain a flying speed equal to your walking speed.

Moreover, at the start of each of your turns, while your Spirit Shroud is active, you can change which spirit aids you in combat.

Level 17: Master of the Departed

Your connection with the Triad of Death improves. When you activate your Spirit Shroud, you can choose to expend 4 additional Focus Points to receive the benefit of the three spirits to aid you. You can also choose to activate only one of the benefits without expending a Focus Point.

Additionally, you learn the Etherealness spell and you can cast it once without expending a spell slot. Once you do so, you can't cast it again until you finish a Long Rest, unless you expend 7 Focus Points to do so.

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