Monk
Base Class: Monk

You can control and create phantomes

Master of phantoms.

At 17th level, you are a master of ghosts, you have advantage on tracking undead and knowing things abut them.

3 times per long rest, you can levitate/make medium or smaller objects to levitate up to 50 feet from the ground. 

Phantoms

Starting when you choose this tradition at 3rd level, you can use a ki point to summon one phantom of your choice as a bonus action.

the phantom you summon will last until it get killed or if you rest, or if you use a bonus action to get him killed

Time Phantom

 Hp: double of your hit points

Ac: half of your armor class

STR: 16 (+3)

DEX: 16 (+3)

CON: 12 (+1)

INT: 8 (-1)

WIS: 10 (0)

CHA: 14 (+2)

Invisibility: The time phantom is invisible to all regular creatures, and he gains all the regular benefits of being invisible.

Super Punch: The time phantom is an attacker phantom, his punch dealing 1d6 radiant damage. but you can expend 1 ki point to make it 1d8 + 1d4 radiant damage.

Range: The time phantom range of movement is 15 feet away from you, when he past that range, he have 1 action, and then he dies.

Time Manipulation:  The time phantom can stop time as a bonus action or as an reaction (against only 3rd level spell-) by you burning 1 ki point.

when he stop time, only he and he's owner can move. in that time, each one of them can do 1 action, and after that or after 6 seconds the time returning back to his original form

 

Magnet Phantom

Hp: Your Hp times 3.

Ac: your Ac times 2.

STR: 18 (+4)

DEX: 10 (0)

CON: 18 (+4)

INT: 8 (-1)

WIS: 12 (+1)

CHA: 10 (0)

large:  The size of the magnetic phantom is large.

Enhanced armor:  The magnetic phantom can give 2 creatures +2 to their armor class as an action , you burn 1 ki point to also give to these 2 players +2 to their temporary hit points.

Range:  The magnetic phantom range of movement is up to 10 feet away from you if he is going beyond that, he have 1 more action until he get killed. 

Magnetic storage:  The magnetic phantom can store in itself up to 10 simple weapons or 5 martial weapons, every martial weapon equal to 2 simple weapons.

Magnetism: The magnetic phantom can magnetite small metal items, up to 10 feet away from himself by you burning a ki point

Arcane Phantom

Hp: Half of your Hp

Ac: Your regular Ac.

STR: 8 (-1)

DEX: 14 (+2)

CON: 10 (0)

INT: 18 (+4)

WIS: 16 (+3)

CHA: 12 (+1)

Small:  His size is small.

Range: The arcane phantom range of movement is up to 5 feet away from you if he is going beyond that, he have 1 more action until he get killed. 

Arcane Spells:  The arcane phantom can cast 1st to 3rd level spells, every 2 spells you lose 1 ki point if he dies just after 1 spell, you still lose a ki point. 

Through Walls: The arcane phantom can go out from it's range and through walls, he can take 1 small item with him going or returning back, by so, you lose 1 ki point.

 

Inter Phantom

At 6th level, you duplicate yourself to a phantom form, by so you are burning 2 ki points.

Your phantom form cant cast spells or use items, but they can turn invisible and go through walls.

You can see all what your phantom form can see.

Blink image

At 11th level you can use blink and mirror image infinit number of times, and on every time you cast one of them you lose 1 ki point .

Quivering Palm

At 11th level, you can get a soul of someone out of his body and make him fight with your duplicate, once per long rest.

this ability does'nt work on undead 

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