Monk
Base Class: Monk

Warriors of the Shared Spirit share their bodies with otherworldly beings, forming bonds that unite two souls within a single form. Such a spirit might be an ancestral guardian, a wandering ghost, a planar entity, or another bodiless being that has chosen the Monk as its host.

Through discipline and meditation, these Monks learn to act in harmony with their spiritual companions, drawing upon their otherworldly abilities and allowing them to briefly exert their influence over their shared body.

Level 3: Otherworldly Ally

Another spirit resides within you, sharing your body and soul. Choose the nature of your Otherworldly Ally from the following options:

  • Ancestor. Force and Psychic
  • Celestial. Radiant; Celestial
  • Fiend. Fire and Poison; Fiend
  • Shade. Necrotic; Undead

Whenever you deal damage with an Unarmed Strike, you can change its damage type to one of the damage types associated with your Otherworldly Ally.

In addition, you can speak to and understand any creature of the type associated with your Otherworldly Ally that knows at least one language. If you chose Ancestor, you instead learn one language of your choice.

Ancestor Ally

You have the spirit of an ancestor or other once-living creature tied to your own soul. You can change the damage type of your Unarmed Strikes to Force or Psychic damage, and you learn one language of your choice.

Celestial Ally

You have the spirit of a Celestial tied to your own soul. You can change the damage type of your Unarmed Strikes to Radiant damage, and you can speak to and understand Celestials that speak a language.

Fiend

You have the spirit of a Fiend tied to your own soul. You can change the damage type of your Unarmed Strikes to Fire or Poison damage, and you can speak to and understand Fiends that speak a language.

Shade

You have the spirit of a Shadowfell entity tied to your own soul. You can change the damage type of your Unarmed Strikes to Necrotic damage, and you can speak to and understand Undead that speak a language.

Level 3: Mystical Techniques

You've learned special techniques from your Otherworldly Ally. You have the following options, each of which costs 1 Focus Point to use.

Guardian Spirit. When you take damage, you can expend 1 Focus Point to reduce the damage by one roll of your Martial Arts die.

Planar Transportation. On your turn, you can expend 1 Focus Point and forgo your movement to teleport a distance up to half your Speed to an unoccupied space you can see.

Soul Guidance. When you make an attack roll or an ability check, you can expend 1 Focus Point to roll your Martial Arts die and add the number rolled to the d20 roll.

Level 3: Dual Mind

Having two souls housed within your body has strengthened your mental resilience. You gain a +1 bonus to saving throws you make to avoid or end the Charmed or Frightened condition, and whenever you take Psychic damage, you reduce that damage by 1d4.

In addition, you gain proficiency in a skill determined by your Otherworldly Ally, as shown below.

  • Ancestor: History
  • Celestial: Religion
  • Fiend: Intimidation
  • Shade: Stealth

Level 6: Spirit Manifestation

At the start of your turn, you can expend 1 Focus Point to grant your Otherworldly Ally greater control over your shared form. While your Spirit Manifestation is active, your appearance might partially change, your personality might be altered, or you might otherwise exhibit signs that you are not fully yourself. The manifestation lasts for 10 minutes.

For the duration, you gain a benefit determined by your Otherworldly Ally:

  • Ancestor. You gain resistance to Force or Psychic damage (your choice when you activate Spirit Manifestation), and the reach of your Unarmed Strikes increases by 15 feet.
  • Celestial. You gain resistance to Radiant damage, and you can cast Healing Word as a Bonus Action by expending 1 Focus Point. Wisdom is your spellcasting ability for the spell.
  • Fiend. You gain resistance to Fire or Poison damage (your choice when you activate Spirit Manifestation). In addition, once on each of your turns when you hit a creature with an Unarmed Strike, you can force it to make a Wisdom saving throw against your Focus DC. On a failed save, it has the Frightened condition until the start of your next turn.
  • Shade. You gain resistance to Necrotic damage, and as a Bonus Action, you can expend 2 Focus Points to gain the Invisible condition until the end of your next turn.

Level 11: Released Spirit

You can temporarily release the spirit within you, allowing it to manifest around you. You can cast Conjure Minor Elementals at level 4 without expending a spell slot. When you cast the spell in this way, its damage type is one of the damage types associated with your Otherworldly Ally (your choice when you cast the spell), and Wisdom is your spellcasting ability for it.

Once you cast the spell with this feature, you can't do so again until you finish a Long Rest.

Level 17: Perfect Vessel

You and your Otherworldly Ally have achieved perfect harmony, allowing its power to flow through you without restraint. While your Spirit Manifestation is active, you gain the following benefits:

  • You can use your Mystical Techniques without expending Focus Points. Once you use a Mystical Technique without expending Focus Points, you can't use that technique in this way again until the start of your next turn.
  • You have Immunity to each damage type associated with your Otherworldly Ally.

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