Base Class: Monk
Monks who walk the path of the Warrior of the Spirit have discovered a truth hidden from most mortal minds: the soul is not merely a passenger within the body, but a living force capable of taking form in the world. Through years of meditation, discipline, and self-discovery, these monks learn to manifest their inner selves as tangible companions that fight beside them.
To a Warrior of the Spirit, the manifested spirit is not a servant, summoned creature, or magical construct. It is an extension of their very being. The embodiment of their convictions, memories, strengths, and flaws. Some spirits appear as radiant versions of their monk, while others take on forms shaped by the monk's personality, ancestry, or deepest ideals.
Level 3: Manifest Spirit
As a Magic Action you can expend 1 Focus Point to manifest your spirit in an unoccupied space you can see within 30 feet of yourself. The spirit uses the Spirit Companion stat block.
It lasts until you finish a Long Rest or until you take a Magic Action to dismiss it, at which point it harmlessly dissolves into radiant energy and returns to you.
You can have only one spirit manifested at a time.
If the spirit is reduced to 0 Hit Points, you can manifest it again by taking a Magic Action and expending another Focus Point. When you do so, the spirit reappears with half its normal Hit Points and Hit Dice.
The Spirit in Combat
In combat, the spirit acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you command it otherwise. You can command the spirit only while it is within 60 feet of you.
When you take the Attack action, you can replace one of your attacks with one action from the spirit's Actions section.
In addition, as a Bonus Action, or when you use Flurry of Blows, Patient Defense, or Step of the Wind, you can command the spirit to take one action from its stat block.
If you have the Incapacitated condition, the spirit acts independently and isn't limited to the Dodge action.
Level 3: Spirit Companion
Spirit Companion
Celestial, Same Size as You
Armor Class 12 + your Dexterity modifier
Hit Points 5 × your Monk level
The spirit has a number of Hit Dice (d6s) equal to your Monk level.
Speed Equal to your Speed
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 10 (+0) | 6 (-2) | Equal to yours | 6 (-2) |
Damage Resistances
Radiant
Condition Immunities
Poisoned
Senses
Shares your senses and Passive Perception
Languages
Understands the languages you know
Challenge Rating None (XP 0)
Proficiency Bonus Equals your Proficiency Bonus
Traits
Inner Self
The spirit adds your Proficiency Bonus to all ability checks and saving throws it makes.
Dexterous Spirit
When the spirit uses a Grapple or Shove, it can use its Dexterity modifier instead of its Strength modifier to determine the save DC.
Actions
Spiritual Strike
Melee Attack Roll: Uses your attack modifier.
Reach: 5 feet
Hit: Force damage equal to one roll of your Martial Arts die + your Wisdom modifier.
Spirit Burst
The spirit releases a wave of radiant energy from within itself.
Each creature of your choice within 5 feet of the spirit must make a Dexterity saving throw against your Focus Save DC.
A creature takes Radiant damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful save.
Healing Touch
While within 5 feet of another creature, the spirit channels restorative energy into them.
That creature regains Hit Points equal to three rolls of your Martial Arts die + your Wisdom modifier.
Reactions
Guardian Spirit (1/Long Rest)
When you are hit by an attack roll and your spirit is within 30 feet of you, you can teleport, swapping places with your spirit.
The spirit becomes the target of the triggering attack instead.
Level 6: Eternal Bond
The bond between you and your spirit deepens.
The spirit regains its use of Guardian Spirit whenever you finish a Short or Long Rest, or when you use your Uncanny Metabolism feature.
In addition, as a Magic Action while your spirit is within 120 feet of you, you can perceive through the spirit's senses until the start of your next turn. During this time, and while the spirit is within range, you can only command the spirit to move, and you see and hear through the spirit's space and are deaf and blind to your own surroundings.
You can extend this duration by taking the Magic Action on subsequent turns while the spirit remains within 120 feet of you.
When you use this feature, you can expend 2 Focus Points to double the maximum distance between you and your spirit while maintaining this effect. This increased range lasts until the effect ends.
Level 11: Stunning Manifestation
Your spirit can channel the same disruptive force that flows through your strikes.
When your spirit hits a creature with Spiritual Strike, you can expend 1 Focus Point to use your Stunning Strike feature through the spirit, provided you haven't used Stunning Strike on your turn.
Level 17: Perfect Manifestation
The boundary between your body and spirit has all but disappeared.
While your spirit is manifested, whenever you make a melee attack while the spirit is within 60 ft of you, you can choose for that attack to originate from your space or the spirit's space.
In addition, when you are Bloodied, you can take a Magic Action while your spirit is within 60 feet of you to absorb its spiritual energy. The spirit disappears, returning to you, and you regain Hit Points equal to twice your Monk level + your Wisdom modifier.
After absorbing your spirit in this way, the next attack you hit with before the end of your next turn deals additional Force damage equal to four rolls of your Martial Arts die.
Once you use this feature, you can't do so again until you finish a Long Rest.
Previous Versions
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6/16/2026 3:46:43 PM
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Posted Jun 22, 2026Thanks for the reply!
I guess I kind of imagined the Spirit being able to grapple creatures was a bit of control/support, but you're right. Spirit Burst and Spiritual strike are a little anti-synergistic with the level 11 feature. I didn't want it to feel as if you were essentially controling 2 different PC's, so I felt like I made it a little less in power, but maybe under-tuned it too much. I thought about adding a bonus to the level 11 feature adding that Spirit burst also blinds creatures that fail the save and increase the radius of it. I figured a "ranged" stunning strike (Since the spirit can use it) could potentially be broken so I didn't really think about updating the other actions of the spirit; but it is a little lackluster.
Regarding the ribbon, I did have something within the statblock of the Spirit stating it adds your proficiency bonus to ability checks and saving throws it makes, but I get what you mean. Monks don't have a lot of "outside of combat" features, so I do think I need to add one.
This was super helpful, and I'll be making a 3.0 version soon!
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Posted Jun 21, 2026This is a cool concept and on paper the idea sounds more versatile than Astral self, but it feels like the features don't really do much.
The strike from the sprit can replace once of your attacks but that's it. There never seems to be a reason to do that ever. It doesn't increase in number of attacks, strength of the attack or type of attack.
The spirit burst seems like the real star here but again it never grows and doesn't combo with any the monk can already do. It's just a slight extra bit of damage that has anti synergy with the one feature given to it (stunning strike).
You say this subclass is supposed to be good for control, but the only way to do that is to give up damage to do it. Something none of the current 5.5 subs do.
But... All negative stuff aside I think that just means you are free to make some big swing buffs. Maybe start with considering how you can integrate control options into the base options for the summon. Then consider how each upgrade should build on what the subclass wants to do. Either add more damage, support or control.
Lastly, I don't think it would hurt to add in a ribbon feature. Just something cool that doesn't directly affect combat. Either a skill/proficiency that can be shared with the spirit or maybe some kind of social effect you can spark the imagination with.
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Posted Jun 16, 2026Had to update "The Spirit In Combat". Forgot to add the combat mechanics.