Monk
Base Class: Monk

Acting as a bridge between the spirits, and our world. The Spirit Walker monk works to tune their ki energies to be in harmony with their surroundings. rather than fast strikes and stunning movement, Spirit walker monks work at a slower pace, moving in time with the elements and letting wisdom guide their actions rather than impulse and agile strength. Due to their innate connection to the ancestors, many Spirit walkers act as tribal seers, meditating to contact the ancestors and asking for guidance, or healers, channeling their ki to heal and revitalize most ailments. Although mostly peaceful people, not many have felt the wrath of a spirit walker and lived to tell the tale. There have been some stories however of spirit walkers breaking the shackles of mortal living and becoming one with the elements, becoming a conduit for the full power of the elemental planes.

 

Elemental Binding

Started at 3rd level. Once per long rest, you can meditate on the natural world and elemental order of things, allowing you to bind to one of the four natural elements: Water, Earth, Fire, or Air. Binding to an element allows you to cast elemental spells of that element, empower your strikes with the bound element, and more. You stay bound to the element until you meditate again, rebinding to another element.

Air = Lightning Damage
Water = Cold Damage
Earth = Thunder Damage
Fire = Fire Damage

Spellcasting

Starting at 3rd level, you learn to harness the power of the natural elements around you, augmenting your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting.

Cantrips

You learn three cantrips: Guidance and two other cantrips of your choice from the elemental cantrip spell list below, regardless of elemental type. You learn another cantrip of your choice at 7th, 10th and 15th levels.

Preparing and Casting Spells

The Elemental Spell List table below shows what spells you can cast as a Way of the Spirit Walker monk. The Way of the Spirit Walker spell table shows how many spell slots you have to cast your elemental 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 elemental spells that are available for you to cast, choosing from the elemental spell list. when you do so, choose a number of elemental spells equal to your Wisdom modifier + your monk level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7rd-level Way Of The Spirit Walker monk, you have access to four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include 6 spells of 1st level or 2nd-level, in any combination. Your prepared spells must be of the same type as your elemental binding, for example, if you are bound to fire then you cannot prepare the spell Create or destroy water. If you prepare the 1st-level spell ice knife, you can cast it using the 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.  

Whenever you change your elemental binding, you must replace your prepared spells with spells that reflect your elemental binding. For example, if your old binding was fire, but you rebind to water, then you would need to remove burning flames with ice knife, or another water elemental spell. 

Spellcasting Ability
Wisdom is your spellcasting modifier for your elemental spells since your magic draws upon your spiritual ties to the elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elemental spell you cast when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast an elemental spell as a ritual if that spell has the ritual tag and you have the spell prepared

Way of the Spirit Walker Spellcasting

Monk

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

4

5

4

2

8th

4

6

4

2

9th

4

6

4

2

10th

5

7

4

3

11th

5

8

4

3

12th

5

8

4

3

13th

5

9

4

3

2

14th

5

10

4

3

2

15th

6

10

4

3

2

16th

6

11

4

3

3

17th

6

11

4

3

3

18th

6

11

4

3

3

19th

6

12

4

3

3

1

20th

6

13

4

3

3

1

 

Cantrips First level Second Level third Level Fourth level
Guidence Create or destroy water - Water earthbind - Earth sleet storm - Water control water - Water
 Frostbite - Water Fog cloud - Water earthern grasp - Earth wall of water - Water ice storm - Water
ray of frost - Water ice knife - Water heat metal - Fire tidal wave - Water wall of fire - Fire
shape water - Water Earth tremor - Earth flaming sphere - Fire water walk - Water fireshield - Fire
mold earth - Earth burning hands - Fire scorching ray - Fire erupting earth - Earth  
control flames - Fire thunderwave - Air continual flame - Fire wall of sand - Earth  
create bonfire - Fire featherfall - Air gust of wind - Air fireball - Fire  
fire bolt - Fire jump - Air Shatter - Air call lightning - Air  
produce flame - Fire Cure Wounds - Water    lightning bolt - Air  
shocking grasp - Air     wind wall - Air  
gust - Air        
thunderclap - Air        

 

 

 

Elemental shield

Starting from 3rd level. Can harness your Ki to deliver a pulse of spiritual energy at a hostile creature that hits you with a Melee weapon. When hit with a melee weapon, you can spend 1 Ki point and inflict half the amount of damage you received rounded down as elemental binding damage. You can perform this reaction once per short rest.

Elemental Shock

Starting from 3rd Level, you harness the power of the elements to inflict an empowered strike on your opponent. When you successfully attack a creature with a melee weapon, you can spend 1 ki point and the target has to make a Wisdom saving throw (DC{{8+proficiency+modifier:wis}}). The target takes an extra 1d10 of damage on a failure, or half as much damage on a successful one, on top of your attack damage. the type of damage Elemental Shock inflicts depends on your current elemental binding. When you reach 10th Level in Monk, this damage increases to 2d10. You cannot use Elemental shock and Flurry of Blows in the same turn.

Spiritual Mending

Starting at 6th Level, you can channel your Elemental Ki energies into a willing creature to aid them. You can spend 1 ki point to heal a creature within 60ft. for 1 martial art die + your Wisdom modifier worth of hit points or, cure one disease/one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Spiritual Protection

Starting from 6th Level, as a bonus action, you can call upon the spirits of the ancestors to aid you in combat. You can spend 1 Ki point to summon a pair of spectral Direwolves to fight for you for 60 seconds (10 rounds of combat). Roll for the Direwolfs initiative as a group. The Direwolf uses the Direwolf stat sheet. During your turn, you can use elemental shock on the Direwolf and instead of dealing any damage from the attack, the Direwolf is empowered with the elemental energy of the attack. When empowered, all damage the Direwolf deals is of the type of empowerment, damage also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

The Direwolves obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Additionally, when the Direwolf takes the Attack action, It can forgo it's attack to allow you to cast Spiritual Mending, through the Direwolf, targeting a creature the Direwolf can touch.

You can use spiritual protection once per short rest.

Elemental Resistance

Starting at 6th Level, due to your growing connection to the elements, you have learned to withstand the pain from elemental strikes. You gain resistance to the current element you are bound to. Refer to the Elemental Binding feature to see what type of damage it is.

Ancestral Guidence

Beginning at 11th Level, you can meditate to call upon the wisdom of the ancestors for guidance in your life. Once every long rest you can ritually meditate for one hour, this ritual requires several different incenses. whilst meditating, you contact the ancestors and ask up to three questions that can be answered with a yes, no, or another question. You must ask your questions before your meditation ends. You receive a correct answer for each question.

The ancestors aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the ancestor's knowledge. In a case where a one-word answer could be misleading or contrary to the ancestor's interests or morals, the DM might offer a short phrase as an answer instead.

Spiritual Revival

Starting at 11th Level. Once per long rest you can channel your spiritual energies to revive a fallen companion, restoring their life force and saving them from the shadows. You can choose to spend all of your Ki points and attempt to resurrect a target creature, as long as it died within 30 minutes of using this action. Roll 1D100, a result less than 30 fails. If successful then the creature will revive with 1 hit point. If the original body is too damaged to be resurrected (for example, the head is destroyed) then the life energies of the creature will inhabit a new body created from the spiritual and elemental energies of the feature. This will likely cause the creature's race to change. The new body can either be a race, or a beast. The DM chooses the form.

If the creature is resurrected in a new body then the creature can recall its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Transferring all of your Ki is also taxing on your own spirit, after using this feature, you take one point of exhaustion.

Elemental Ascension

Starting at 17th Level, your spirit becomes one with the elements allowing you to ascend your mortal restraints, fully embracing the true power of the elements and harnessing the knowledge of all the ancestors who came before you. Using this feature requires you have at least 5 Ki points left, using this ability will expend all of your ki points. Your eyes glow white with power as you begin to float above the ground with a ring of each element surrounding you: Earth, Air, Water, and Fire. You Gain the ability to fly at double your walking speed.

Whilst ascended, you ignore your current elemental binding. Instead, if a class feature or ability specifies a binding, you can choose which binding to use, even one you are not bound to. Whilst ascended, the feature elemental resistance now is not limited to one resistance, you are now resistant to all 4 damage types.

using this feature also unlocks the feature: Ascendant Spells.

Elemental Ascension lasts for 1 Minute, after which you revert to your normal state. when you revert, roll a constitution saving throw. if you roll lower than 10 then you fall unconscious. You don't roll death saves as you don't lose hit points. After this ability, you are unable to ascend again until taking a long rest.

You are unable to use elemental ascension if you have used the ability perfect self since your last long rest. 

Ascendent Spells

Whilst ascended, you have unlocked your true power and can use much stronger elemental spells  Once per turn, as an action, you can cast one of the spells detailed below for free. Once you cast that spell, you cannot cast it again until you cast elemental ascendance again.

 

cone of cold
control winds
maelstrom
conjure elemental
wall of ice
chain lightning
move earth
fire storm
whirlwind
tsunami
earthquake
control weather
storm of vengence
meteor swarm

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