Monk
Base Class: Monk

Monks that train under the teachings of the Wandering Soul tradition often do so to better understand themselves and their unique condition. The Ki within these monks flows in such a way that often times their own soul is pushed outside of their physical body, and floats adrift nearby. Wandering Soul monks have learned to hone skills to take advantage of this remarkable phenomenon and use their own wayward spirit as a weapon. 

Wandering Soul Technique

Beginning at 3rd level when choosing this tradition, you can grab hold of another creature’s Ki and use it as an anchor for your spirit. Whenever you hit a creature with your Flurry of Blows attack, you may summon your Wandering Soul to an unoccupied space next to the target. You may only have one Wandering Soul active at a time.

You may choose the appearance of your Wandering Soul, but it is of medium size, ethereal, and occupies its space. It has your AC, is immune to all conditions, uses your saving throw modifiers, and has 1 hit point. You may use any amount of your movement speed to move your Wandering Soul that many feet, but it cannot be moved more than 50 feet away from its anchoring creature (the creature you hit to summon it) or it is destroyed. Additionally, when its anchor dies, your Wandering Soul is destroyed and must be anchored to a new creature. You may also dismiss a Wandering Soul as a free action.

When you use the Attack action on your turn, you may have any of your attacks originate from your Wandering Soul as though they came from you. You make this choice for every attack. Opportunity attacks are invoked when a creature leaves/passes through your melee reach or the melee reach of your Wandering Soul (you and your Wandering Soul have the same melee reach).

When you use the Attack action on your turn, you may spend 2 Ki points to have your Wandering Soul make two unarmed attacks against a creature within its melee reach. These attacks do not count against your total allowed attacks per turn, but you may only use this feature once per turn.

Soul Severance

Beginning at 6th level, your intense training has drastically strengthened the bond between your Wandering Soul and its anchor. You may now move your Wandering Soul up to 100 feet from its anchor before it is destroyed. 

Additionally, when a Wandering Soul is destroyed as a result of taking damage, the stored Ki used to bind it to its anchor is released, dealing 2d4 radiant damage to any number of creatures of your choice in a 10 foot radius of the anchor. The anchor itself takes twice that damage.

Malleable Soul

Starting at 11th level, you’ve bound your soul to the Ki of so many other creatures that you are now able to use you Ki to sculpt your Wandering Soul into new forms. When you summon a Wandering Soul, you may spend 1 additional Ki point to have it become a copy of a willing creature you can see within 50 feet of you. 

This altered Wandering Soul references the copied creature’s stats to determine AC, saving throws, attack and damage die, and any other pertinent features/traits such as the Rage from a Barbarian or an immunity to damage. Features/traits granted from magical items are not copied. Copied features with limited uses can only be used once by each Wandering Soul. 

If the copied creature can cast spells, the Wandering Soul knows a single cantrip known by the creature, and may cast a single spell known by the creature of 3rd level or lower.

Myriad Souls Technique

Upon reaching 17th level, you’ve undergone the grueling training to master the Wandering Soul Technique and have now completed your training to learn the Myriad Souls Technique. You are now able to use your Ki to divide off pieces of your soul and bind them to countless anchors. 

You no longer are limited to only one Wandering Soul. Whenever you hit with your Flurry of Blows attack, if you have at least one Wandering Soul summoned, you may spend a Ki point to summon an additional Wandering Soul. You may have any number of Wandering Souls anchored to the same creature.

Previous Versions

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