Monk
Base Class: Monk

The Way of the Spirit Walker is a Monastic Tradition for those monks who seek to harness the primal energies of the animal kingdom, drawing upon the characteristics and strengths of different spirit animals to aid them in their battles. Unlike other monks who internalize their ki, Spirit Walkers channel their spiritual energy outwards, summoning the spirits of the Bear, Turtle, Tiger, and Phoenix to grant them unique abilities.

Bear spirit represents strength and resilience, offering the monk increased physical power and damage resistance. The Spirit Walker can harness this power to endure significant punishment, strike with the strength of a bear, and push their enemies back with forceful blows.

Turtle spirit embodies durability and wisdom, providing the monk with enhanced defense capabilities and resistance to various forms of damage. It empowers the monk to shield themselves and move with a deliberation that can disrupt their enemies' attacks.

Tiger spirit symbolizes agility and ferocity, enhancing the monk's speed and granting them powerful, slashing unarmed strikes. This spirit grants the monk the ability to move quickly across the battlefield, dealing substantial damage and disrupting the flow of enemy movements.

Phoenix spirit stands for the undying flame, bestowing the monk with the ability to strike with fiery blows and resist fire damage. The monk can even imbue their strikes with the fiery essence of the Phoenix, terrifying their enemies.

As the Spirit Walker progresses, they master these stances to such an extent that they can shift between them as the situation demands, displaying a fluidity that embodies the balance and versatility of nature itself. At the height of their power, they can fully embody their chosen spirit animal, becoming a formidable avatar of primal force.

Spirit Walk (3rd Level)

At 3rd level, you learn to cast the Speak with Animals spell once per short or long rest. Additionally, you can embody one of four spirit animals as a bonus action and 1 Ki point.

  • Bear Stance: You gain temporary hit points equal to twice your monk level, advantage on Strength checks and saves, and your unarmed strikes as an action deal an extra 1d8 bludgeoning damage on a failed Constitution saving throw by the target (half damage on a successful save).

  • Turtle Stance: Add your Wisdom modifier to your AC and gain resistance to non-magical bludgeoning, piercing, and slashing damage.

  • Tiger Stance: Increase your speed by 20 feet, your jump distance is doubled, and your first unarmed strike in each turn can deal an extra 1d6 slashing damage, it must succeed on a Constitution saving throw or begin bleeding, taking 1d4 slashing damage at the start of each of its turns. The bleeding can be stopped if the creature or another creature within 5 feet of it uses an action to make a DC 10 Medicine check or if the creature receives magical healing.

  • Phoenix Stance: Your unarmed strikes on an action deal an additional 1d6 fire damage, you gain resistance to fire damage, and creatures hit by your unarmed strikes must succeed on a Dexterity saving throw or catch fire, taking 1d4 fire damage at the start of each of its turns until someone douses the fire.

Animal Aspect Mastery (6th Level)

At 6th level, your Flurry of Blows applies additional effects depending on your current spirit animal.

  • Bear Stance: Targets must make a Strength saving throw or be pushed up to 15 feet away from you. They also take an extra 1d8 bludgeoning damage on a failed Constitution saving throw (half damage on a successful save).

  • Turtle Stance: Targets must make a Dexterity saving throw. If they fail, they can't take reactions until the end of your next turn.

  • Tiger Stance: Targets must make a Constitution saving throw. If they fail, they take an extra 2d8 slashing damage, can't take reactions until the start of your next turn, and the bleeding from your Spirit Walk feature increases to 1d6 damage per turn.

  • Phoenix Stance: Targets must make a Wisdom saving throw. If they fail, they are frightened of you until the end of your next turn and take an additional 1d8 fire damage.

Spirit Walker's Prowess (11th Level)

At 11th level, you gain the ability to switch your active spirit animal as a free action. The benefits of your chosen stance improve all unarmed attacks made in stances are concerned magical:

  • Bear Stance: Your temporary hit points increase to three times your monk level, and your unarmed strikes deal an extra 2d8 bludgeoning damage on a failed Constitution saving throw (half damage on a successful save).

  • Turtle Stance: You gain resistance to all types of damage, except psychic.

  • Tiger Stance: Your speed increases by 30 feet, your jump distance is tripled, and your first unarmed strike in each turn can deal an extra 2d6 slashing damage. The bleeding from your Spirit Walk feature increases to 1d8 damage per turn.

  • Phoenix Stance: Your unarmed strikes deal an additional 2d6 fire damage, and you gain immunity to fire damage. Targets hit by your unarmed strikes take 1d6 fire damage at the start of each of its turns until the fire is doused.

Avatar of the Spirit Walker (17th Level)

At 17th level, you can become an avatar of your chosen spirit animal for 1 minute by spending 4 ki points.

  • Bear Avatar: You gain temporary hit points equal to four times your monk level, your melee attacks deal an additional 1d10 force damage, and your unarmed strikes deal an additional 2d10 bludgeoning damage on a failed Constitution saving throw (half damage on a successful save).

  • Turtle Avatar: Your AC increases by 5, you gain resistance to all damage types, and when a creature hits you with an attack, it takes 1d10 force damage.

  • Tiger Avatar: Your speed increases by 45 feet, your jumps are quadrupled, and your unarmed strikes deal an additional 2d10 slashing damage. The bleeding from your Spirit Walk feature increases to 2d6 damage per turn.

  • Phoenix Avatar: You gain a flying speed equal to your walking speed, your unarmed strikes deal an additional 2d10 fire damage, and creatures hit by your unarmed strikes take 2d6 fire damage at the start of each of their turns until the fire is doused.

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