Monk
Base Class: Monk

Monks of the Way of the Ghost walk always between the boundaries of life and death, treading the path of spirits and lost souls as they practice their dark and forbidden style of martial arts. Some masters even glimpse pieces of the true nature of life, death, and the beyond. There are no schools that teach this style, only hermetic elders and ancient scrolls. Monks of this style are able to wield the ghostly powers of the beyond, uniting their soul and body as one formidable spectral warrior.

Ghost Form

Starting when you choose this tradition at 3rd level, you can adopt the power of ghosts and spirits, entering the apparition-like state known as the ghost form. On your turn, you can use an action or a bonus action to enter your ghost form, taking on the spectral appearance and energy of a phantom. Your ghost form lasts for 1 minute or until you lose consciousness.

While you are in ghost form, you can enter a hostile creature's space and stop there, squeezing doesn't cause you to suffer any disadvantage or grant any advantage, opportunity attacks against you have disadvantage, and you have resistance to damage from opportunity attacks.

Once per turn when you are in your ghost form and you hit a creature with one of the attacks granted by your Flurry of Blows feature, you can choose to impose one of the following effects on that target:

  • It must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
  • It must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • It must succeed on a Charisma saving throw or it can't regain hit points until the end of your next turn.

Once you use this feature to enter ghost form, you can't do so again until you finish a short or long rest. While you have no uses available, you can spend 2 ki points to enter your ghost form again.

Breath of the Soul

At 6th level, your connection to the realm of the dead becomes a supernatural ward against wickedness. You gain resistance to cold, necrotic, poison, and psychic damage and advantage on saving throws against being frightened, charmed, paralyzed, or possessed.

In addition, when you enter your ghost form, you also gain temporary hit points equal to your monk level that last until your ghost form ends.

Finally, you can magically sense the presence of incorporeal undead, such as ghosts, wraiths, or souls that have been removed from their bodies. You can sense their presence from up to 1 mile away, but you don't know the direction they're in, their numbers, or any other information about them.

Let Go Your Earthly Tether

Starting at 11th level, when you enter your ghost form, or as a bonus action while in ghost form, you can spend 2 ki points to gain a flying speed equal to your walking speed that lasts for the duration of your ghost form. While you have this flying speed, you can hover and you have the Incorporeal Movement trait:

Incorporeal Movement. You can move through objects as if they were difficult terrain. When you take radiant damage, you can't move through objects until the end of your next turn. If you end your turn or take radiant damage while inside an object, you take 2d10 force damage and you are pushed into the nearest unoccupied space in a random direction.

Enter the Void

At 17th level, you master the ability to launch your foe's soul out of their body. Once per turn when you're in your ghost form and you hit a creature that isn't a construct or undead using a monk weapon or unarmed strike, you can spend 2 ki points to strike its soul. The attack deals bonus force damage equal to 1d12 + your monk level. If the attack reduces the target to 0 hit points, it must make a Charisma saving throw. On a success, it automatically succeeds on this saving throw for the next 24 hours.

On a failure, the target's soul is dislodged out of its body. The soul appears in an unoccupied space of its choice within 30 feet of the body. It uses statistics for a specter, except it is invisible and can't attack. Once a minute has passed, the soul can use its action to touch its body and settle inside it, becoming stable and ending the effect. If it is reduced to 0 hit points, the creature dies and the soul disappears through the veil of death.

While a creature's soul is dislodged in this way, it is still alive and doesn't make death saving throws, but it is unconscious and can't regain hit points. If you're in your ghost form and within 5 feet of the body, you can spend ki points equal to the target's challenge rating or level (whichever is higher, minimum 1 ki point) and use your action to disappear into the body and possess it.

While you possess a creature’s body, you control it, and your body does not exist. Your game statistics are replaced by the statistics of the creature, but you retain your alignment, your hit points, and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your class features, though your class features act as if you aren't in your ghost form. If the target has any class levels, you can’t use any of its class features.

You remain in possession of the body for 10 minutes or until you are reduced to 0 hit points. You can also end the possession early as an action on your turn. When the possession ends, the creature's body dies, and its soul disappears through the veil of death.

Once you use this feature to possess a body, you can't do so again until you finish a long rest.

Way Of The Ghost Image

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