Base Class: Monk
You follow a monastic tradition that teaches you to harness the power of the spirits. They use the power of these spirits to empower their attacks and defense.
Spiritual Cladding
Initiate: When you choose this tradition at 3rd level, you can spiritually attune with one of the three spirits, learning to manipulate its form for offense and defense. As you level up, you learn to attune with more spirits. 2 spirits at level 6 and finally all 3 spirits at level 11. Due to you being perceptive to the spirits, you gain proficiency in the Perception skill. If you already have proficiency in the Perception skill, you now have expertise in it.
The Three Spirits: Air, Fire and Water.
Cladding: You learn to clad the spirits on yourself for offense and defense. Being an Initiate, you can only choose to do one or the other, as you have not fully grasped the power of the spirits. You can only have 1 Spiritual Cladding at all times.
Spiritual Strikes: As a bonus action, you can spend 1 Ki Point to clad your unarmed strikes or monk weapons with your attuned spirit for 1 minute. The damage type you deal is as follows: Lightning damage for Air Spirt. Fire damage for Fire Spirit. Cold Damage for Water Spirit. This also applies to your Flurry of Blows.
Spiritual Armor: As a bonus action, you can spend 1 Ki Point to clad your body with your attuned spirit for 1 minute. You gain a +1 bonus to AC.
Spiritual Empowerment
When you reach 6th level, you are now an Spiritual Adept and can empower your spirits in your offense and defense.
Spiritual Strikes: You now deal an extra 1d4 damage type of your spiritual cladding.
Spiritual Armor: You also gain resistance to the damage type of your spiritual cladding.
Spiritual Explosion
Starting at 11th level, your mastery of your spirits have reach the point where you can not only use it beneficially for yourself, but can use it to cause damage to your enemies from afar.
As an action, choose a point you can see within 60ft. Choose one of your spirits which you are attuned with. A Spiritual Explosion occurs on that point. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. Each creature takes 3 rolls of your Martial Arts die + your Wisdom Modifier in the chosen spiritual damage type on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spiritual Mastery
Master: At 17th level, you have become an Spiritual Master and can now use the spirits you are attuned with to their full potential.
Cladding: As a bonus action, you can spend 1 Ki Point to activate both Spiritual Strikes and Spiritual Armor at the same time for 1 minute. You can still only have 1 Spiritual Cladding at all times.
Spiritual Explosion: You can increase the damage of your Spiritual Explosion by spending Ki points. Each point you spend, to a maximum of 5, increases the damage by 1 of your Martial Arts die. After using your Spiritual Explosion ability, you can make 1 unarmed strike as a bonus action.
Spiritual Parry: When another creature damages you with a melee attack while you have your Spiritual Armor active, you can use your reaction to reduce the damage by 1 roll of your Martial Arts die + your Wisdom Modifier.
Spiritual Dominance: Your Spiritual Strikes now ignores resistance to its damage type and treats immunity to its damage type as resistance. Your Spiritual Armor now gives you immunity to its damage type.
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5/25/2024 6:33:43 AM
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