Base Class: Monk
A revelation came to you that the gods make merry with the wills and souls of mortals in life and in death, so you sought the third path - the path away from either life or death. It hasn't happened yet, but you can feel your path warping and turning as you work to find ways to escape the gods.
Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you can gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Steal power from the dead
At 12th level, instead of temporary HP, you can chose to regain 1 Ki point for each 10 HP that the creature had before you killed it. (Rounded down, so 19 HP would be 1 Ki point.)
Soul Step
Starting at the 6th level, as an action you can use a Ki point to shift your body outside the material and move 30 feet, or your normal movement whichever is greater, in a continuous line along the ground without provoking opportunity attacks. You must have a clear path to your destination that you could traverse normally. You may jump over low obstacles, but you can't pass through physical barriers, such as stone or glass. You cannot fly, nor can you climb a sheer wall or walk across water, unless you have some item that grants you those abilities.
You can pass through a space occupied by creatures of any size. Any creature whose space you pass through must make a Constitution saving throw against your Ki save DC (8 + Proficiency + Wisdom mod). On a failure, the creature takes 8 cold damage. On a success, it takes half as much.
This feature has no affect against creatures that are incorporeal. You may pass through them, but you cannot damage them.
Fade from Life
At 10th level, you gain the ability to fade your physical body from any material plane if you are not wearing more than 2 pieces of armor.
Once per turn, as a reaction, you can spend 2 Ki points to become incorporeal. The attack now has disadvantage, and you gain resistance to all damage types except psychic. Spend 5 Ki points and negate all physical damage types from non-magical weapons, gain resistance to damage from magical weapons and elemental damage, except psychic.
Death of the Spirit
At 16th level, when you hit a creature with an unarmed strike, you can spend 5 Ki points to attempt to break their spirit. The targeted creature must make a Constitution saving throw against your Ki save DC (8 + Proficiency + Wisdom modifier).
On a failed save, the creature's spirit is broken. It automatically fails all saving throws for a number of turns equal to your proficiency. On a successful saving throw, the creature's spirit is unbroken, but it takes 5d10 psychic damage. Creatures with Wisdom lower than 5 automatically succeed on the saving throw, as they have no spirit to break.
You can have only one creature under the effect of this feature at a time. You can choose to end the effects at any time as a free action. It will be able to act at the start of its next turn.
Murder of the Soul
Once per long rest, you can spend 15 Ki points to Disentangle another creature's soul from their body. The targeted creature must make a Constitution saving throw against your Ki save DC (8 + Proficiency + Wisdom modifier) or take 6d10 psychic damage. On a success, the creature takes half damage.
If the target creature has over 50 HP and fails their saving throw, it is also stunned until the start of your next turn.
If the target creature has less than 50 HP and fails their saving throw, their soul is torn from their body and is shredded. The creature can't return to their home plane and they can't be revived.
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