Base Class: Monk
Monks of the Ethereal Soul follow a tradition that taps into the beings of shadow beyond the material plane. They are imbued with the essence of the ethereal spirits to seemingly fade between shadow and light, incorporeal and physical. Like creatures that walk the spirit realm (wraiths, shadows, and specters), these shadowy monks are attuned to the life energy connecting all objects and creatures and can tap into these forces to evoke powerful supernatural abilities – often at a cost of their own life essence. They often serve as spies and assassins, with an innate ability to travel unseen and access the inaccessible. They can be members of a ninja monastery, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Like most monks, Ethereal Soul Monks are in peak physical form and can push their bodies beyond the limit of most mortals. However, monks of this tradition are equally adept communing with the spirit realm and can tap into this life force in themselves and others to achieve unnatural powers.
As a result, the Way of the Ethereal Soul Monk subclass uses two distinct mechanics to embolden their abilities.
- Ki: Representing the monk’s heightened physical and mental prowess.
- Soul Siphon: Representing the subclass’ spirit-based abilities. When using the Soul Siphon feature, the monk may take necrotic hit point damage equal to a roll of the martial arts die to endow the character with supernatural talents. This damage cannot be reduced in any way. Unless specified otherwise, the Soul Siphon ability may only be used once per turn.
Soul Siphon
Soul Siphons powers the subclass’ unique spirit-based abilities. When using the Soul Siphon feature, the monk may take necrotic hit point damage equal to a roll of the martial arts die to endow the character with supernatural talents or enhance an existing physical skill. This damage cannot be reduced in any way. Unless specified otherwise, the Soul Siphon ability may only be used once per turn.
Soul Siphon abilities are used by consuming Soul Siphons “points”, sharing some similarities to the Sorcerer’s Sorcery points. Each siphon represents a soul “consumed”; stored to later power the character’s supernatural abilities. Each Soul Siphon ability has an associated point cost which must be met to execute the ability. Unless stated otherwise, Soul Siphon abilities are free actions, enhancing an existing action or bonus action. Soul Siphons are created in two ways
- By using a bonus action to consume the soul of a recently expired NPC within 30ft of the player character, storing it for later use in the character’s soul gem
- By extracting one’s own life force (hit points) on your turn to create one or more siphons to power an ability enhancement. For each Soul Siphon created in this manner, you take necrotic damage equal to your Martial Arts Die. You cannot reduce this damage in any way. You can create as many siphons as you would like in this manner on a turn but must suffer the full amount of damage for each siphon created.
The maximum number of Soul Siphons a player can store at once increases by monk level and is equal to the following table.
| Monk Level | Maximum Soul Siphons Stored |
|---|---|
| 3rd | 2 Soul Siphons |
| 5th | 3 Soul Siphons |
| 9th | 4 Soul Siphons |
| 13th | 5 Soul Siphons |
| 17th | 6 Soul Siphons |
Bound by Shadows
You have learned to draw on the power of the Ethereal Plane, gaining the following benefits.
Darkvision. You gain Darkvision with a range of 60 feet and Blindsight with a range of 20 feet. If you already have Darkvision, its range increases by 60 feet.
Starting at level 3, you can consume a Soul Siphon, either by expending a stored charge or by extracting your own life force, to perform one the following supernatural abilities per turn:
Reaping Scythe. A spectral scythe forms around your fist, empowering your next attack. When you hit a creature with your next unarmed strike, the target takes additional necrotic damage equal to your martial arts die + wisdom modifier, at which point the spectral scythe disappears.
Rejuvenating Spirit. As a bonus action, you touch a target within 5 feet of you and sap a portion of their soul's essence, creating a soul siphon to nourish your health. You heal hit points equal to your martial arts die + wisdom modifier.
Spectral Malaise. You substitute your next attack to sap the target of its vigor, causing it to be overcome by a wave of lethargy. You force the target to make a Wisdom saving throw. On a failed save, the creature suffers from the effect of the Bane spell until the end of your next turn. You also gain resistance on the first attack made by this creature.
Shadow Step
While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn. You may still make your bonus action unarmed strike on your turn.
You can also consume a Soul Siphon to enhance your Shadow Step ability:
Wraith Strike. Your Shadow Step ability becomes a free action until the end of your turn. Additionally, your first unarmed strike deals an additional martial arts die in necrotic damage.
Spectral Aegis
Your further transform your physical form to embrace the space between life and undead. You gain resistant to Necrotic Damage (excluding damage sustained by your Soul Siphon).
Improved Shadow Step
You can draw on your Ethereal connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.
You can also consume a Soul Siphon to further enhance your Wraith Strike ability.
Improved Wraith Strike: In addition to changing your Shadow Step into a free action on your turn, and after you Shadow Step to your first target, you may now chain together up to two additional Shadow Steps on your turn (up to 20 feet each time) as long as you attack a different creature after each Shadow Step. Each target must also be in dim light or darkness to perform the additional Shadow Steps, unless simultaneously using the Improved Shadow Step ability on your turn.
Cloak of Shadows
As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.
Invisibility. You have the Invisible condition.
Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.
Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.
Soul Taker
As an action, you consume 3 Soul Siphons to attempt to gain control over the soul of a humanoid that you can touch though a battle of wills. The target must make a Wisdom saving throw. On a failed save, the creature suffers the effect of the Dominate Person spell for one minute.
In combat, the target can make an additional Wisdom saving throw at the end of each turn to attempt to break the possession. If the target rolls a critical success on its saving throw, you become stunned for a round, as your spiritual influence is violently jettisoned from the target’s soul. If the creature is brought to 0 hit points while under your influence, you recover all Soul Siphon charges, as the target's soul is completely consumed.
Previous Versions
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9/5/2024 3:54:39 AM
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2
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2.7 (2024 PHB)
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Coming Soon
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9/5/2024 6:02:31 PM
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4
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0
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2.8 (2024 PHB)
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Coming Soon
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9/8/2024 5:05:48 PM
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9
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4
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2.9 (2024 PHB)
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Coming Soon
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