Monk
Base Class: Monk

Monks of the Way of the Spirit venture further beyond what is mortally possible by joining together with a spirit and housing its essence within their own bodies. 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, whether forced into servitude or willingly invited. 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 forcibly contained 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 the spirit within to heighten your reflexes in battle. You move with otherworldly grace and effortlessness. Once per turn, 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. This effect lasts until the end of your next turn.
  • You can immediately move up to half your movement speed and avoid provoking opportunity attacks from only 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.

Spectral Jaunt. You become more attuned to the animating force within all creatures. The merging of the spirit's essence with yours allows you to briefly step into the spirit world and quickly flit to other creatures, traveling along a spectral line laid down by the spirit that briefly connects you to another creature. As a bonus action, you can teleport up to 60 feet in a straight line to an unoccupied space within 5 feet of another creature that you can see. If the line comes within 5 feet of any other creature along the way, its essence interferes with your spectral jaunt and you emerge in an unoccupied space within 5 feet of it.

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 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 (minimum of two) 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. This effect lasts until you or the target drop to 0 hit points, you use this feature on another target, or you choose to sever the connection as a free action.
  • Spectral Aegis. The spirit extends itself past your skin to form a protective layer. For the next 3 rounds, when you take damage for the first time that round, you can roll 2 Martial Arts dice and reduce the damage by that amount. If the damage is reduced to 0, the remaining damage reduction gets converted into temporary hit points that last until the end of the 3 rounds.
  • Suppress Soul. The spirit augments your ordinary Stunning Strike by scrambling the target's essence. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn and suffer disadvantage on the next 3 rolls of any type.

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 in order benefit 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. For every 5 feet you travel in a straight line right before you hit a creature, you may roll a Martial Arts die, up to a maximum number of dice equal to your Wisdom modifier. You both take force damage equal to the amount rolled.
  • Strength of the Grave. The spirit fills your limbs with inhuman strength that wears down your muscles. For the next 1 minute, when you hit a target for the first time that turn, you roll a Martial Arts die. You both take force damage equal to the amount rolled. Additionally, the target must succeed on a Strength saving throw or be pushed back 20 feet. If they come into contact with any solid surfaces, roll an additional Martial Arts die to determine how much force damage they take.

When you use this feature, roll a d4 to determine how effectively you can cope with the strain of the spirit's use of your body. If you spend another bonus action later to manifest the other effect, the later roll takes effect.

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.

Spectral Avatar

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 for a brief period of time. As an action, you may choose to spend a number of ki points up to a maximum value equal to your Wisdom modifier 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 and bypasses all immunities.
  • Grasp of the Ether. The spirit within you manifests itself for a moment and binds your foes in place. For every ki point you spend, you may target one creature and force them to make a Strength or Dexterity saving throw (your choice). If they fail, they are restrained for one round. 
  • Lifegiving Essence. The spirit moulds a part of its essence into a healing balm. For every 3 ki points you spend, you can touch a creature and grant them the benefit of a Regenerate spell. You may only do this once per long rest.

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