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    • Way Of The Spiritual Link
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    Homebrew

    Way Of The Spiritual Link

    Monk
    Base Class: Monk

    It seems like the spirit world took you somewhere and gave you some powers, or perhaps were you seeking that kind of power ?

    Whatever it is, you now have access to the strange abilities of the Spirit World to use in battle, but use them wisely...

    Spiritual Link

    When you reach 3rd level, you must choose a Spiritual Element ; this could be any damage type except Slashing, Piercing, or Bludgeoning. You reduce the damage taken by that element equal to your Monk level. Additionally, this chosen element is the damage type for all your other Spiritual Link features. (If your DM allows it, you can change the element each time you gain a level in Monk.)

    You also gain access to spells based on your monk level, with a limited use per long rest, as shown below :

    • 3 : Mage Hand
    • 6 : Sanctuary, self range, 1 turn duration, Wis Mod + 1 use per long rest (Minimum 2).
    • 11 : Mirror Image, Wis Mod/2 (Rounded Up) use per long rest (Minimum 1).
    • 17 : Haste, self range, 1 use per long rest.

    Spiritual Pillar

    When you reach 3rd level, you can use a bonus action to Empower your Spiritual Link a number of times equal to your proficiency bonus per short rest. You gain the following abilities : 

    • Spiritual Defence. When you Empower your Link, you can choose to gain a number of temporary Hit Points equal to your Monk level. You may use this feature once per long rest.
    • Spiritual Volley. At the start of your turn, you can use 1 ki point to activate this feature. All your Unarmed Strikes from your Attack action can be replaced by a Spiritual Volley, dealing your Martial Arts Dice + Wisdom Modifier + Proficiency Bonus with a range of 30 ft, this can also apply all effect from Unarmed Strikes.
    • Spiritual Missile. If you used Spiritual Volley on your turn, all your Unarmed Strikes from your bonus action can be replaced by a Spiritual Missile, dealing your Martial Arts Dice + Wisdom Modifier with a range of 20 ft, this can also apply all effect from Unarmed Strikes.
    • Spiritual Weakness. Whenever Spiritual Volley touches an enemy for the first time each turn, it mark them with a Spiritual Weakness lasting for 1 hour which can stack multiple times. Spiritual Volley and Spiritual Missile deal an additional +1 damage for each stack of Spiritual Weakness on the target. Additionally, when a creature with Spiritual Weakness dies, you regain Ki Points equal to half the number of Spiritual Weakness stacks they had (rounded up).

    Spiritual Field

    At 6th level, your understanding of the Spirit World improves, allowing you to manifest fragments of it in the real world.

    As a bonus action, you can spend 2 ki points to generate 3 Spiritual Poles for 5 minutes. You choose the position of each Spiritual Pole within a maximum range of 40 ft from you. Additionally, you can teleport to the top of one of these poles without expending any actions. You can easily mount a Spiritual Pole if you are near it. any creature that attempts to touch the pole is pushed back by 5ft and takes 5 force damage. You also gain the next abilities : 

    • Flight. Using a bonus action or a reaction, you can teleport to another Spiritual Pole within a range of 40 feet or less. If you use your reaction to teleport away from an attack, you gain either +4 to your AC or advantage on the Saving Throw against the attack before teleporting to the pole. However, this ability doesn't function against psychic damage or area of effect spells while you are within the area.
    • Maximum Power. When you strike a creature with Spiritual Volley while atop a Spiritual Pole, that creature must make a Dexterity Saving Throw, On a failure, it takes damage equal to half your Monk level as bonus damage.

    At 11th level, you can create a larger field by using 4 ki points to summon 6 Spiritual Poles within a range of 100 feet (though the initial teleport is still restricted to the 40-foot range).

    Spiritual Dogma

    At 11th level, your spiritual abilities become increasingly innate, granting you the following features :

    • Once per turn, you can enhance your Spiritual Volley, adding an extra Martial Arts Die to its damage. Additionally, any creature hit by this attack has disadvantage on the Saving Throw for Spiritual Field.
    • While standing atop a Spiritual Pole, you gain a +3 bonus to your Intelligence, Wisdom, and Charisma saving throws.
    • Furthermore, you reduce all damage taken by 3.

    Spiritual Palace

    At 17th level, your mastery over the Spiritual World enables you to forcefully bring its essence into your vicinity. You can use your action and 8 ki points to create a Demiplane, encompassing a circular zone centered around you. You have the flexibility to determine its size, ranging from 30 feet to 1 mile, and it persists for 1 minute. Within this Demiplane, you discern the location of every creature present and can dissolve it with a bonus action. No one can enter or escape the Demiplane during its existence.

    You gain access to the abilities of Spiritual Field and Spiritual Dogma without any limitations, alongside the following features : 

    • You can teleport up to 50ft.
    • You gain the immunity to the damage of your element.

    You can also put one of this effect into your doma- your Demiplane : 

    • Rock Hard. You can bestow a +1 AC bonus to any chosen creature within the Demiplane and grant advantage on Strength saving throws.
    • Spiritual Punches. At the start of your turn, each selected creature must make a Dexterity saving throw, suffering 2d6 damage on a failure, or half on a success. 
    • Magmatic Constitution. Once per turn, when you land an attack on any creature, you can force it to make a Constitution saving throw or fall prone upon failure.
    • Infinite Void. Every creature must succeed on an Intelligence saving throw or endure 3d8 damage and gain a level of exhaustion for 1 minute.
    • Shadow Dance. All selected creatures must succeed a Wisdom saving throw or become incapable of perceiving the User.
    • Perfect Mastery. Every creature (except you) must make a Charisma saving throw or stunned for 1 minute or until awakened (Suffer damage, getting help from another creature).

    When dismissing your Demiplane, you suffer one level of exhaustion

    Nezyuku
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