Base Class: Monk
Monks of the Spirit Walker tradition dwell between the Material and Ethereal Planes. Whether through a curse, a near-death experience, or an encounter with powerful spiritual forces, their souls have become partially untethered from their bodies. Rather than seeking a cure, Spirit Walkers embrace their condition, mastering their spectral nature until they can move between worlds as easily as others draw breath.
Ethereal Initiate
You begin to perceive and touch the boundary between life and death.
Ethereal Sight
While you are on the Material Plane, you can see into the Ethereal Plane out to a range of 60 feet. In addition, you can see invisible creatures and objects within that range.
Touch of Death
You can cause your unarmed strikes to deal necrotic damage instead of their normal damage type. You gain resistance to necrotic damage.
Haunting Visage
As a Magic action, you may spend 1 Focus Point to force each creature of your choice in a 15-foot cone that can see you and isn’t undead to make a Wisdom saving throw (DC= 8+Wisdom+Proficiency Bonus).
Failure: The creature takes two rolls of your Martial Arts die as psychic damage and is Frightened of you until the start of your next turn.
Success: The creature takes half damage and are immune to your Haunting Visage for 24 hours.
Incorporeal Step
You learn to partially shed your physical form.
As a Bonus Action, you can spend 2 Focus Points to enter a Phased State for 1 minute. While in this state:
You gain a flying speed equal to your walking speed.
You can target creatures with your attacks on the Ethereal Plane.
You can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage and are immediately moved to the nearest unoccupied space.
Opportunity Attacks against you are made with disadvantage.
You can end this effect early (no action required).
Activate: Incorporeal Step
You learn to partially shed your physical form.
As a Bonus Action, you can spend 2 Focus Points to enter a Phased State for 1 minute. While in this state:
You gain a flying speed equal to your walking speed.
You can target creatures with your attacks on the Ethereal Plane.
You can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage and are immediately moved to the nearest unoccupied space.
Opportunity Attacks against you are made with disadvantage.
You can end this effect early (no action required).
Deathly Wail
Your presence destabilizes life itself.
As a Magic Action, you can spend 2 Focus Points to release a supernatural wail. Each creature within 20 feet that can hear you must make a Constitution saving throw.
Failure: If the creature has 25 hit points or fewer, it is reduced to 0 hit points. Otherwise, it takes three rolls of your Martial Arts die as psychic damage
Success: The creature takes half damage.
Constructs and undead are immune.
Veil of the Spirit
When you activate your Incorporeal Step feature, you become invisible for the duration of that feature. This invisibility ends early if you make an attack roll, deal damage, or force a creature to make a saving throw. While your Incorporeal Step feature remains active, you can spend 1 Focus Point as a Bonus Action to become invisible again. This invisibility ends early in the same way.
Possession of the Dead
You become a true spirit capable of dominating both the living and the dead.
Once per Long Rest, you can spend 3 Focus Points as a Magic action to attempt to possess a Humanoid or Beast you can see within 5 feet of yourself, or a largely intact corpse of such a creature that died within the last 24 hours.
If the target is a living creature, it must succeed on a Charisma saving throw or become possessed by you. On a successful save, the target is unaffected, and you don't expend the use of this feature.
On a failed save, your body vanishes into the Ethereal Plane, and you possess the target for up to 1 hour. While possessing a living creature:
The target is Incapacitated, and you control its body.
You retain your Intelligence, Wisdom, and Charisma scores, along with your alignment, personality, and memories.
You use the target's Strength, Dexterity, Constitution, movement speeds, and senses.
You can't use the target's Spellcasting, Legendary Actions, or Legendary Resistances.
You can use the target's actions and any traits or natural attacks that are part of its stat block.
You can't be targeted separately from the possessed creature.
If the target is a corpse, it animates under your control instead of becoming incapacitated. The corpse uses its statistics as normal, except it can't cast spells or use features that require the creature to be alive.
The possession ends early if the target drops to 0 Hit Points, you end it as a Bonus Action, or a spell or other effect forces you out. When the possession ends, you reappear in an unoccupied space of your choice within 5 feet of the target.
A creature that succeeds on its saving throw against this feature, or whose possession ends, is immune to your Possession of the Dead until you finish a Long Rest.
Comments