Base Class: Monk
Monk rider prof in polearms
Spirit Rider
When you choose this subclass at 3rd level, you gain the ability to summon a Mount known as a Spirit Companion. When you do so, the Steed takes on an ethereal and mysterious form; a ghostly elk, a snowy white lion, a shadowy boar, or a similar form of your choosing.
Your Spirit companion uses the Stats of the Riding Horse, except its HP equals 5 + five times your Monk level (The Spirit Companion has a number of Hit Dice [d8s] equal to your Monk level), its AC is 14 (Unarmoured Defense), it has an Intelligence of 10, and it understands but cannot speak the Languages you speak however you can communicate telepathically with your spirit companion. It is immune to the grappled, restrained, and exhausted conditions. The spirit companion acts on its own initiative but takes its turn after yours.
Through your connected souls, you gain the following benefits with your Spirit Companion:
- So long as you are not wearing Armor, your Spirit Companion benefits from any Speed increases you gain from your Unarmored Movement.
- Mounting your Spirit Companion costs you only 5 feet of movement and does not provoke Attacks of Opportunity.
- When you Dismount your Spirit Companion, you may spend only 5 feet of movement to magically leap up to 15 feet away from it. This movement does not benefit from movement increasing abilites or the dash action.
If your Spirit Companion is reduced to zero hit points, you may spend one minute or 2 Ki Points and an action rousing its spirit back from slumber, in either the same or a different form.
Lancer in Spirit
At 3rd level, you gain proficiency with Lances, Tridents and Spears. Additionally, when you wield a lance with one arm while mounted on your spirit mount, you can use your Wisdom modifier instead of Strength for attack and damage rolls.
The Lance can be your Dedicated weapon.
Protection from the Spirit Realms
At 6th level, While you are within 5ft of your Spirit Companion, You can have it block the brunt of an attack and let you launch one of your own in the same fluid motion. You can use your reaction and spend 1 Ki point to reduce the damage of an attack made against you by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can make an unarmed strike, or Monk Weapon attack against a creature within range as part of the same reaction.
Your Spirit Companion takes the damage that was reduced this way.
Harmony between Planes
Starting at 11th level, your bond with your Spirit Companion emboldens your strikes. The first attack you make on your turn while mounting your Spirit Companion deals an extra dice of Force damage equal to your Martial Arts dice. The first attack made by your Spirit Companion on your turn while you are not mounting it deals an extra dice of Force damage equal to your Martial Arts Dice.
Additionally, when you are not mounting your Spirit Companion and either you or your Spirit Companion lands an attack, you may spend 1 Ki Point to immediately teleport either yourself or your Spirit Companion to the others location as long as you are within 30ft of each other. This teleportation mounts you on your Spirit Companion.
Finally you may use your lance in one hand and being within 5ft of a creature no longer gives disadvantage on attack rolls while attacking with the lance while not mounted.
Spirit Unchained
At 17th Level, your Spirit Companion is released from the shackles of the material plane.
Your Spirit Companion gains the following benefits:
- Your Spririt Companion gains resistance to bludgeoning, piercing and slashing damage.
- If you make an attack against a creature, that creature can’t make opportunity attacks against you or your spirit companion for the rest of your turn.
- While you are mounted on your spirit companion you can pass through solid material and creatures, Both you and your spirit companion can end your turn inside solid material without being shunted out however If you end you turn in a solid surface you and your spirit companion take 1d10 force damage each. If you drop to 0 hitpoint due to damage taken this way, you are shunted out of the side you went in.
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