Base Class: Monk
The Ghost-faced Clan is a secretive and shadowy order known for operating hidden behind masks whenever they venture out from their monastery walls. Each mask is personalized to the individual monk, and no two are alike. They are often molded into the faces of ghosts and mythological creatures of folklore: vengeful spirits, forlorn specters, mirthful tengu, or angry oni. They channel their ki thru these masks to use dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Mask of the Ghost Clan
At level 3, upon accepting this subclass, monks of the Way of the Ghost Mask are presented with a unique personalized mask by their clan elders. The secret of its creation is carefully protected. The mask is made of a composite of materials, incorporating bone, wood, metal, stone, and leather, and is often painted and lacquered in lurid colors meant to evoke an emotional response to those who view it. The mask itself is nonmagical and is merely utilized as a focus for the Ghost Monk's abilities. Without one's mask, the monk loses the ability to manifest ghosts. Once worn and secured the mask cannot be removed unwillingly from the monk unless they are incapacitated.
At 6th level, Your mask comes alive and matches your facial movements, expressions, and speech. This can be unsettling, and could potentially have an adverse reaction to social interactions. You may apply your proficiency bonus to skill checks to Intimidation if you are not already proficient in that skill. This is only a minor visual illusion and has no effect on constructs, undead, or targets that cannot see your face.
If the monk has their personal mask lost or destroyed, they must undergo a pilgrimage to the secluded mountain monastery of their order, and spend a month of downtime there while a new mask is crafted. At level 8, the Ghost monk knows where their mask is at all times so long as it is on the same plane of existence as they are. At level 13, the ghost monk can summon their mask to their face by meditating during a short rest. At level 18, the mask becomes fully incorporated into the monk's being, and they can manifest their mask at will, even if it is destroyed.
Manifest Ghost Echo
3rd level Ghost Monk Feature.
You can use an action to magically manifest a ghostly echo of yourself in an unoccupied space you can see within 15 feet of you. This ghost is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another ghost, or until you’re incapacitated. The ghost bears the face of your mask, meaning if your mask is shaped like a bear or a demon, the echo bears that appearance.
Your ghost has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it is corporeal, has weight, and occupies its space. It is unable to make decisions or act on it’s own, being purely an extension of the Ghost Monk's consciousness, it has no perception of its own. The Ghost has the same movement qualities as you do in terms of methods and speed, including mimicking any movement affecting abilities or magical effects. Your ghost can fit into any space you normally could, and is restricted by normal means: doors, walls, bars, obstructions, enemies, etc.
On your turn, you can mentally command the ghost to move (no action required). If your ghost is ever more than 30 feet from you at the end of your turn, it is destroyed. The maximum range your ghost can travel away from you improves at 6th level to 50ft, at 11th level to 120ft, at 17th level to 500ft, and up to a maximum of 1000ft at level 20.
You can use the ghost in the following ways:
- When you take the Attack action on your turn, any melee attack you make with that action can originate from your space or the ghost's space. The damage type of this attack is the same as if you had made the attack yourself, including any enhancements, bonuses, or magical effects. You make this choice for each attack.
- When a creature that you can see within 5 feet of your ghost moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the ghost's space.
- Being a corporeal threat capable of making attacks, your ghost can provoke flanking bonuses against an enemy target that has another ally of the monk adjacent to it.
- Your ghost can depress pressure plates, break trip wires, set off alarms, and block a passage way, but they cannot manipulate objects, open doors, or pick things up.
- You can use a Reaction to use your Deflect Missiles monk ability from the space occupied by your ghost, this uses your own Dexterity modifier. Your ghost cannot however make an attack with any snatched ammunition and instead drops it at its feet.
- Your ghost can Jump, Leap, and Falling as normal using your monk abilities such as Slowfall and Unarmored Movement.
- At 7 level your ghost benefits from your attainment of the Evasion feature.
Unleash Incarnation
3rd-level Ghost Monk feature
You can heighten your ghost’s fury. Whenever you take the Attack action, you can spend 1 Ki point and use a Bonus action to make a Flurry of Blows , dealing two unarmed attacks from the ghosts’s position
This feature follows all the normal rules and scaling of your Flurry of Blows and Martial Arts features.
Wandering Ghost
6th-level Ghost Monk feature
You can meditate to temporarily transfer your consciousness to your ghost. As an Action, you can see through your ghost’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your ghost is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
As an Action, while you are performing Wandering Ghost, you may expend 1 ki to activate Spectral Jaunt, and instantly teleport to your ghost's location. It disappears and you appear in its place.
At 20th level, when you achieve Ghost Legion and are capable of maintaining two ghosts, while performing Wandering Ghost you may freely switch your consciousness between either ghost. However you can only move one at a time, and you may only Spectral Jaunt into one. Doing so only dismisses the other ghost if it is now outside your available range, 1000 ft.
For example, if you meditate in a room, activating Wandering Ghost, and walk one ghost 1000 feet west, and the other ghost 1000 feet to the east, they are both within range of your currents and you can see through the eyes of either ghost. If you Spectral Jaunt to one ghost, it disappears and you appear in its place. The second ghost also disappears as it is now 2000 feet away from your current location
Ghost Martyr
6th-level Ghost Monk feature
Upon being targeted by an attack, trap, or threat, that you can see, you switch places with your ghost. After the attack is declared, but before the attack roll is made, you can use your Reaction to teleport to your ghost's position and leave your ghost in your evacuated space. The attack roll that triggered the reaction is instead made against your echo. This feature may also be used when targeted by a direct spell attack or under the area-of-effect of a damaging spell or trap. It cannot be used when assaulted by mental attacks, such as psychic attacks, fear or charm effects.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Mask of Retribution
11th-level Ghost Monk feature
You’ve learned to absorb the vengeful anger of your ghost. When a ghost of yours is destroyed by taking damage, you can make an empowered strike against the attacker that destroyed it. Until the end of your next turn, if the next attack action you declare targets the originator of the damage that destroyed your ghost, all attacks against that target for this turn deal an additional 1d6 radiant damage to the target, in addition to the weapon's damage. The extra damage increases by an extra 1d6 every three levels thereafter, dealing 2d8 at 15th, 3d6 at 18, to a maximum of 4d6 at 20.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Ghost Legion
17th-level Ghost Monk feature
You can use a bonus action to create a second ghost with your Manifest Ghost feature, and your two ghosts can coexist. If you try to create a third ghost, both of the previous two ghosts are destroyed. Anything you can do from one ghost's position can be done from the other’s instead.
In addition, when you roll initiative and have no ki left, you regain one point of Ki.
Previous Versions
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10/3/2020 12:44:16 AM
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