Base Class: Monk
Finding inspiration from the denizens of the ethereal plane and a close brush with death itself, the monk A'aldon harnessed his ki in a way to mimic these phantasmal beings. Taking on an incorporeal form to flit around and through the battlefield, a Way of the Specter monk cannot be pinned down should they not wish to be and strikes at the very souls and life essence of their foes. Monks of higher experience have even learned how to gain control of their foes from the inside.
Level 3: Flicker Step
You move erratically, your form incorporeal, shifting from position to position, passing through your very foes and gripping their hearts with terror. When you disengage, you gain an additional 10 feet of movement (your move speed does not change) and you may pass through enemy spaces as though they were difficult terrain this turn. When you do, once per enemy, you may spend a focus point to make them make a WIS saving throw. On fail, they gain fear of you until the end of your next turn.
Level 6: Ghostly Grasp
Your fists become ethereal, striking your enemies very souls and finding cracks in their being, leaving them vulnerable. Your flurry of blows deals an additional 1d6 necrotic damage per hit. This increases to 1d8 at level 11, and 1d10 at level 17 (one downgrade from martial arts die). If the target is afraid (doesn't have to be of you specifically), they have disadvantage against your Stunning Strike ability.
Level 11: Spectral Transference
You have learned to touch upon a creature's very life essence, taking it for your own use to heal yourself or another, or allowing you to sacrifice some of your own vitality, a blessing of life with the greatest effect. Action, melee touch, target self or others, costs 3 focus points. You may make a melee attack against a target. On hit, deal 4d8 necrotic damage. Before the end of your turn, you may touch another target to heal it equal to half the damage dealt. If you chose yourself to take the initial damage, heal the target double the damage dealt instead of half. You may pay additional focus points to increase the damage dice by 1d8 per focus point spent, to a maximum of 4 additional dice (7 focus points for 8d8).
Level 17: Possession
The terror in your opponent's heart lets you slip in, wearing their body like a suit of clothes. When an enemy fails the saving throw of your Flicker Step you may spent 5 focus point to make them make a CHA saving throw. On failure, you possess them. You then disappear and the target is incapacitated and loses control of its body. You now control the body but you don't deprive the target of its awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 ft. of the body. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. At the end of each of your turns while possessing a target, you may spend a focus point for each full turn you have been possessing the target. If you do not, the possession ends.
Previous Versions
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12/22/2024 11:44:22 PM
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