Base Class: Monk
Monks of The Way of the Ethereal Monk have somehow been touched by the Ethereal Plane, either through fate, a ritual, a curse, a blessing, or whatever else.* As a result, it causes their body to shift in and out of the Ethereal Plane, going incorporeal. Through meditation and training, few people can learn to master their ability to fade in and out of The Mortal Plane, and combine that with martial arts to become a formidable opponents on their journey to enlightenment.
Very few are touched by the Ethereal Plane, but those who are tend to rise up in legend and become great, though certainly there were some who didn't explore their potential. The consistent exposure of the Ethereal Plane can cause some people to go mad, but for others they find a tranquil peace in it. They tend to be either incredibly good people or incredibly bad people, with very few taking a stance in a more grey area.
This path can be used for walking through walls, falling through floors, avoiding attacks, for being stealthy, and surprising opponents. A fully realized Way of the Ethereal Monk will be a nearly unhittable blur on the battlefield, zooming around dealing consistent damage. The main feature of this subclass is fading. Turning yourself incorporeal as a means of passing through things or having things pass through you.
*If starting at a level one campaign, please tell your DM if you intend to use this subclass, so they can work with it better.*
Fade
At 3rd Level, you can use your connection to the Ethereal Plane to cause yourself to become temporarily incorporeal. As a reaction to being attacked, you spend 1 ki point to turn yourself incorporeal. During this time, you're harder to hit, and any attacks have a -4 to hit you, or if it's a Strength or Dexterity saving throw, you get a +4. This condition lasts until the beginning of your turn.
Incorporeal
At 3rd Level, you can use your connection to the Ethereal Plane to cause yourself to become incorporeal. As an action, you spend 1 ki point to turn parts of yourself ethereal, as well as the things you touch. During this time, you can permeate through walls, floors, and objects provided it isn't blocked by a thin sheet of lead, 1 foot of common metal, 2 feet of stone, or 3 feet of wood or dirt. This condition lasts for 1 minute or until dispelled again as an action.
Ethereal Launch
At 6th Level, you gain the ability to use your ki and the energy in the ethereal plan to propel yourself across the battlefield in an unarmed attack. As an action, you spend 2 ki points to go incorporeal. While in this state, you can choose one creature within 30 feet of you, and you launch yourself towards them. You launch yourself out of the ethereal plan at them, and make your unarmed strike. On a hit, they have to make a strength saving throw or fall prone. The DC for this equals 8 + your Wisdom modifier + your Proficiency Bonus.
Ethereal Burst
Beginning at 11th Level, on a successful attack, you can imbue your attack with energy from the Ethereal Plane. Make a unarmed attack, and if it hits you can spend 3 ki points to launch them 15 feet back through the Ethereal Plane. The creature must make a successful Constitution Saving throw or take an additional 8d8 force damage, or half as much on a successful save. The save DC is equal to 8 + your Wisdom modifier + your proficiency bonus.
Ethereal Veil
At 17th Level, you gain the ability to launch someone into the Ethereal Plane and binds them there. When you hit a creature with an Unarmed Strike, you can spend 4 ki points to launch them through a veil, and into the Ethereal Plane. The creature must succeed on a Charisma saving throw or be permanently bound to the Ethereal Plane. This binding can be dispelled with a wish spell. On a successful save, the creature takes 9d12 force damage.
Fade
At 3rd Level, you can use your connection to the Ethereal Plane to cause yourself to become temporarily incorporeal. As a reaction to being attacked, you spend 1 ki point to turn yourself incorporeal. During this time, you're harder to hit, and any attacks have a -4 to hit you, or if it's a Strength or Dexterity saving throw, you get a +4. This condition lasts until the beginning of your turn.
Incorporeal
At 3rd Level, you can use your connection to the Ethereal Plane to cause yourself to become incorporeal. As an action, you spend 1 ki point to turn parts of yourself ethereal, as well as nonliving handheld objects you touch. During this time, you can permeate through walls, floors, and objects provided it isn't blocked by a thin sheet of lead, 1 foot of common metal, 2 feet of stone, or 3 feet of wood or dirt. This condition lasts for 1 minute or until dispelled again as an action.
Ethereal Launch
At 6th Level, you gain the ability to use your ki and the energy in the ethereal plan to propel yourself across the battlefield in an unarmed attack. As an action, you spend 2 ki points to go incorporeal. While in this state, you can choose one creature within 30 feet of you, and you launch yourself towards them. You launch yourself out of the ethereal plan at them, and make your unarmed strike. On a hit, they have to make a strength saving throw or fall prone. The DC for this equals 8 + your Wisdom modifier + your Proficiency Bonus.
Ethereal Burst
Beginning at 11th Level, on a successful attack, you can imbue your attack with energy from the Ethereal Plane. Make a unarmed attack, and if it hits you can spend 3 ki points to launch them 15 feet back through the Ethereal Plane. The creature must make a successful Constitution Saving throw or take an additional 8d8 force damage, or half as much on a successful save. The save DC is equal to 8 + your Wisdom modifier + your proficiency bonus.
Ethereal Veil
At 17th Level, you gain the ability to launch someone into the Ethereal Plane and binds them there. When you hit a creature with an Unarmed Strike, you can spend 4 ki points to launch them through a veil, and into the Ethereal Plane. The creature must succeed on a Charisma saving throw or be permanently bound to the Ethereal Plane. This binding can be dispelled with a wish spell. On a successful save, the creature takes 9d12 force damage.
Previous Versions
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11/11/2021 11:15:59 PM
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Coming Soon
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