Base Class: Monk
A monk that follows the Way of the Awakened Soul is one that, for one reason or another, has had a personification of their will and personality be awakened and brought forth through the awakening of their soul. The ways by which one has their soul awakened vary between each individual. Some examples can include strong magic, meditation to awaken the true potential of an individual, etc. The embodiment of this awakened soul often takes a humanoid form, though it ultimately depends on the personality of the individual, meaning that no two awakened souls are alike. These awakened souls are known as Stands, as they are often seen standing beside their user, or floating in some cases. A stand is often invisible to those that do not also have one, but some users with an exceptionally strong will have stands that are visible to non-users.
Awakened Stand
Once your stand has awakened, you can summon it to assist you when you need it, for a short period of time. You may spend 1 ki point and use your bonus action to summon your stand. Once summoned, it remains active for a number of minutes equal to your Charisma modifier, or until you are killed or knocked unconscious. You can also dismiss it at will as a free action. You may reset the amount of time your stand can remain active by spending a number of ki points equal to 1 + the number of times you have done this since a short rest (2, 3, 4, so on). While active, your stand takes the appearance of your choice, being either a humanoid or a swarm of tiny creatures of some sort. The size of your stand can be tiny, small, medium, or large. It cannot be any larger than you are.
It retains all of your stats (ability scores, proficiency bonus, speed, armor class, senses, features, etc.), except for any equipment you are wearing or wielding and your hit points. It has a fly (hover) speed equal to your walking speed. It appears translucent to you, other users, and creatures that can see invisibility. However, it is invisible to any other creature. As an action, you can engage the link between stand and user, allowing you to control your stand fully. You can see what it sees, take actions through it, and move it as if you were moving. Otherwise, it remains stationary by your side. However, you can command it to act either verbally or mentally. It is recommended to keep a separate character sheet for your stand, to reflect any unique abilities or stats they may gain.
Attacks. For your stand's base attack, you will choose between melee and ranged. A melee stand follows the same rules as you when making attacks. A ranged stand may make a ranged weapon attack with a range of 30/120 ft., which fires a projectile that has an appearance of your choice. You choose the damage type of your stand's attacks, and they count as magical for overcoming resistances, but not immunities.
Damage and Effects. Your stand does not have hit points. Any damage done to your stand is immediately transferred to you. If both you and your stand would take damage from the same effect simultaneously, such as a fireball, then only you take the damage, instead of you and your stand. If an effect requires a saving throw, then you only succeed the save if you roll successfully, but if your stand fails the save and would take damage from it, such as from fireball, you instead suffer the damage your stand took instead of what you would have taken.
Range. Your stand is most effective while within 30 ft. of you, and its capabilities decrease outside of that range. While your stand is within 120 ft. of you but not within 30 ft. of you, then your stand cannot take actions or bonus actions. It may only move and take reactions. Once your stand leaves 120 ft. of you, it is immediately recalled. While within 30 ft. of you, it can function normally.
Ephemeral. Your stand cannot wear or carry anything, and is unable to pass through solid objects. However, it can affect objects around it, such as pushing something. It does not require air, food, water, or sleep.
Melee
Your stand follows the same rules as you for making attacks, and can make unarmed strikes.
Ranged
Your stand can make ranged attacks with a range of 30/120 ft., and fires an object that has an appearance of your choice. These ranged attacks have the same profile as your unarmed strikes (excluding damage type unless you choose bludgeoning) and can be affected by the same features and traits as your unarmed strikes, except those that only affect melee weapon attacks.
Stand Trait
Your stand has also developed a special ability, a unique perk or skill that provides additional power and utility to your stand. You gain one stand ability at 3rd level and a second at 11th level. Each time, you may choose one of the abilities listed below, or speak with your DM to create a new one.
Advanced Skills
Choose a class feature, racial trait, or a feat. Your stand gains access to this feature or trait. If this feature changes with certain levels, it changes according to your monk level.
Corporeal
Your willpower is stronger than that of others. Your stand is visible to non-users, and can interact more with the environment, including carrying and wielding equipment. While active, your stand can wear armor, carry items and equipment, and has an inventory with a carrying capacity equal to 5 times your strength score. Any items or equipment your stand is wearing, wielding, or carrying when it is recalled are recalled with it. They phase into an interdimensional space, reappearing with the stan when you call upon it next.
Enhanced Movement
Some stands are fast, and yours is one of them. Your stand has an enhanced mobility. Choose a type of movement. Your stand has that movement type with a speed equal to twice your walking speed. If you already have that movement type, your stand's speed increases to triple your walking speed.
Ethereal
Your stand appears more translucent and illusory. It can move through solid objects and creatures if it chooses to, taking 5(1d10) force damage if it is inside of an object when it stops moving, and being ejected to the nearest empty space.
Heightened Senses
When you choose this trait, choose a sense (darkvision, blindvision, etc.). Your stand gains this sense with a range of 60 ft. If you already have this sense, it has a range of 120 ft.
Posthumous Stand
Your stand is so powerful that it can act on its own as an individual, and can continue to act even after you die. If such a case is to occur and you die while your stand is active, then you may choose to use your stand as a replacement character at the DM's discretion. If you do, then it retains its stats and features, as well as any features you had access to, but it does not gain access to any racial traits you had. It gains hit points calculated as if it were a character. It uses a d8 for its hit die.
Spellcasting
When you choose this stand trait, choose one spell (excluding wish) from any spell list. When your stand casts this spell, you must spend ki points to cast it equal to the level of the spell slot used to cast it. Your stand's spellcasting ability is Charisma.
Stand Stats
6th-level Way of the Awakened Soul feature
At 6th level, your stand has become more powerful and can now enhance two of its 6 special attributes; Power, Speed, Range, Durability, Precision, and Potential. You get to take one additional enhancement each time you reach 11th level. Only your stand gains these benefits.
Power
Your stand gains a +2 bonus to all damage rolls. If an attack or effect deals multiple dice of damage, such as 3d6 from a burning hands spell, the bonus is only applied to one die.
Speed (Attack)
If your stand is a ranged stand, then it may make an extra attack as a bonus action, and may use flurry of blows to make ranged attacks instead of unarmed attacks, which can also be triggered by your stand's ranged attack. If your stand is a melee stand, then every time it make the attack action, it gets to make an additional attack with that action. It also makes two additional unarmed strikes when it uses flurry of blows.
Speed (Movement)
Your stand's movement speed increases by 20 feet, across all movement types it has access to.
Range (Attack)
Your stand's melee attack range doubles and all its ranged attack ranges double.
Range (Movement)
Your stand now suffers no penalties when outside of 30 ft., and is not automatically recalled when it leaves 120 ft.
Durability (Armor Class)
Your stand gains a +2 to AC.
Durability (Resistances)
Your stand gains immunity to 2 conditions, and 1 damage type or resistance to 2 damage types.
Precision
Your stand gains a +2 bonus to all attack rolls, and its save DC for spells and ki abilities increase by 2.
Potential (Proficiency)
Your stand gains proficiency in 2 additional saving throw proficiencies or 3 skills, tools, languages, or weapons/armor. You can also use any of the choices to get expertise in skills it is already proficient with.
Potential (ASI)
Your stand gains 4 additional points to improve its ability scores. You may use them in any combination, whether it be all 4 points to 1 ability score, 1 point to 4 ability scores, or something in between. Your stand's stats cannot increase beyond 20.
Durability (Armor Class)
Your stand gains a +2 to AC.
Durability (Resistances)
Your stand gains immunity to 2 conditions, and 1 damage type or resistance to 2 damage types.
Potential (Ability Scores)
Your stand gains 4 additional points to improve its ability scores. You may use them in any combination, whether it be all 4 points to 1 ability score, 1 point to 4 ability scores, or something in between. You cannot increase your stand's abilities beyond 20.
Potential (Proficiency)
Your stand gains proficiency in 2 additional saving throw proficiencies or 3 skills, tools, languages, or weapons/armor. You can also use any of the choices to get expertise in skills it is already proficient with.
Power
Your stand gains a +2 bonus to all damage rolls. If an attack or effect deals multiple dice of damage, such as 3d6 from a burning hands spell, the bonus is only applied to one die.
Precision
Your stand gains a +2 bonus to all attack rolls, and its save DC for spells and ki abilities increase by 2.
Range (Attack)
Your stand's melee attack range doubles and all its ranged attack ranges double.
Range (Movement)
Your stand now suffers no penalties when outside of 30 ft., and is not automatically recalled when it leaves 120 ft.
Speed (Attack)
If your stand is a ranged stand, then it may make an extra attack as a bonus action, and may use flurry of blows to make ranged attacks instead of unarmed attacks, which can also be triggered by your stand's ranged attack. If your stand is a melee stand, then every time it make the attack action, it gets to make an additional attack with that action. It also makes two additional unarmed strikes when it uses flurry of blows.
Speed (Movement)
Your stand's movement speed increases by 20 feet, across all movement types it has access to.
Silent Stand
11th-level Way of the Awakened Soul feature
At 11th level, you have grown so powerful that your stand's abilities reflect on yourself. You gain its stand stat benefits and are able to use its stand abilities without having to activate your stand first.
Over Heaven
17th-level Way of the Awakened Soul feature
Your stand has achieved a level of power to the point that it is known as a stand over heaven. When you reach 17th level, you may choose three additional options from the Stand Stat trait, and one additional option from the Stand Trait trait. In addition, your stand no longer gets recalled after a specific amount of time. Once summoned, it remains active until you recall it, you die, or you are knocked unconscious, at no additional cost to you.
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