Monk
Base Class: Monk

The Way of the Ancestral Spirit fully envelopes the monk to a bond tied closely to that of his Ancestral guardian. This guardian has watched over his family for an unknowable amount of time, and the monk has synchronized his powers to that of this spirit.

Ancestral Spirit

At 3rd level, your ancestral spirit allows you to summon it for aid. As a bonus action, you can spend 1 ki point to summon an incorporeal spirit to a point you can see within 60 feet of you. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Snake Spirit. While this spirit is within 30 ft of you, you have advantage on all stealth checks, and your unarmed strikes deal additional 1d4 poison damage.

Tiger Spirit.  Friendly creatures within 10 ft of this spirit deal 1d4 additional damage with melee weapon attacks.

Monkey Spirit. Whenever a friendly creature within 15 ft of this spirit is attacked, they can use their reaction and roll a 1d4 and add the result to their AC, potentially causing the attack to miss. If the attack still hits, and you have fewer ki points than your current maximum, you regain one ki point.

Watched Over

At 6th level, your guardian spirit strengthens your resolve and hardens your will to live. You gain advantage on death saving throws and resistance to necrotic damage.

Supernatural Protection

Beginning at 11th level,  increase the effect of your Snake, Tiger and Monkey spirits by 1d4.

In addition, you may choose to summon the following spirit:

Dragon Spirit. When you summon this spirit, choose Acid, Cold, Fire, Lightning or Poison. Creatures within 30 ft of this spirit have resistance to the chosen type. In addition, creatures within 60 ft of this spirit can use a bonus action to dash. The creature that takes this dash action can move along vertical surfaces and across liquids or even chasms without falling during the dash action. The creature only needs to be within 60 ft of the spirit at the start of the dash and not the entirety of the movement to gain this benefit.

 

Cloak of the Guardian

At 17th level, your Ancestral Spirit has crossed from its plane into the material plane, granting you more powers.

You can spend 1 additional ki point when you summon a spirit to have it gain 1 of the following features.

  • Creatures within 5 ft of your spirit have advantage on attack rolls.
  • Creatures within 5 ft of your spirit have +2 AC.
  • When creatures within 5 ft of your spirit make a melee attack against a creature, they don't provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not.

In addition, as a bonus action, you can choose to change your current spirit to a different spirit.

Previous Versions

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