Base Class: Monk
Monks of the Way of the Spirit venture further beyond what is mortally possible by entering into a compact with a spirit. The monks who dedicate themselves to this path are as varied as the types of spirits that exist. Some spirits are former mortals, given a new lease of life through their relationship with a practitioner. Others hail from foreign planes of existence, lending their power in exchange for influence in a realm, or to achieve their own inscrutable ends. The relationship between the spirit and the practitioner also differs wildly. One monk might go down a path of mutual benefit, existing in a careful symbiosis between host and spirit, while another might opt for total domination and subjugation of a spirit that has been somehow trapped in his or her body. Regardless of the method, monks of this tradition often exhibit otherworldly capabilities that can inspire both amazement and deep uneasiness in those around them.
Otherworldly Grace
Starting when you choose this tradition at 3rd level, you can channel the powers of your spirit within to heighten your reflexes in battle. You move with otherworldly grace and effortlessness. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose to benefit from one of the following effects:
- The next attack made against you from any source is made with disadvantage. This effect lasts until the end of your next turn.
- You gain advantage on your next attack against the same target.
- You can immediately move up to half your movement speed and avoid provoking any opportunity attacks from one source.
Spiritual Essence
Upon reaching 6th level, the spirit in you begins to merge with your essence more deeply, granting you spectral powers.
The spirit allows you to manipulate objects at a distance. You gain the mage hand cantrip if you don't already know it.
The merging of your essence allows you to briefly step into the spirit world and quickly flit to other nearby souls. As a bonus action, when there are no other souls within 5 feet of you, you can teleport up to 60 feet to an unoccupied space within 5 feet of another creature that you can see that has a soul.
The spirit within you is also capable of manifesting itself outside of your physical form. As a bonus action, you can expend 2 ki points to manifest one of the following effects:
- Twinned Anguish. The spirit bursts forth and entwines itself with the essence of another creature within 60 feet that you can see that has a soul and transmits your pain and anguish to it. Each time you suffer damage, you may use your reaction to roll an even number of Martial Arts die up to the maximum value of your Wisdom modifier. Then, choose which half of the dice will affect you and which half of the dice will affect the entangled creature. You both suffer psychic damage equal to the value of the chosen dice.
- Spectral Aegis. The spirit extends itself past your skin to form a protective layer. For the next 3 rounds, you take half damage from the first thing to harm you on each round.
- Suppress Soul. The spirit leaves your body momentarily and attempts to displace the soul of another creature within 60 feet that you can see. The target must make a Charisma saving throw. If it fails, it is stunned for 3 rounds. If it succeeds, you must make a Charisma saving throw against your own spell save DC or be stunned for 3 rounds.
Deadly Animus
By 11th level, your connection with the spirit has developed to the point where you may voluntarily allow it to animate your body. However, you suffer from the tremendous strain that it exerts as it pushes your body to its limits.
You may spend 4 ki points as a bonus action to manifest one of the following effects:
- Ghastly Haste. The spirit grants you preternatural speed that whittles away at your stamina. For the next 1 minute, you gain an additional 20 feet of movement speed, and for every 5 feet you travel you must roll one Martial Arts die. When you hit a creature on the same turn, you both take extra force damage equal to the amount rolled.
- Strength of the Grave. The spirit fills your limbs with inhuman strength that wears down your muscles. Each time you hit a target, roll an additional Martial Arts die. Both you and the target suffer force damage equal to the amount rolled.
When you use this feature, roll a d4.
1: You take double damage from this feature.
2-3: You take normal damage from this feature.
4: You take only half damage from this feature.
You may spend a bonus action to end any effect early.
One with the Spirit
At 17th level, your affinity with the spirit within you has progressed to the point where you are able to call upon its full power to perform superhuman feats. As an action, you may choose to spend any amount of ki points to unleash one of the following effects:
- Fury of the Spirit: Your body blurs and moves with inhuman speed. Make 2 unarmed strikes per ki point spent on any target(s) within range. The damage dealt cannot be reduced by any means.
- Shadow of the Spirit: The spirit within you manifests itself for a moment and lashes out at your foes. Make 1 unarmed strike per ki point spent against one target within 60 feet. The damage dealt cannot be reduced by any means.
- Grace of the Spirit: For every 2 ki points you spend, you roll a Martial Arts die and heal a target of your choice within 60 feet.
Previous Versions
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