Monk
Base Class: Monk

Monks who follow the Way of the Spiritblade harness their Ki to forge a deep connection with their weapons, imbuing them with spiritual energy. They balance the discipline of martial combat with a supernatural grace, turning their weapons into conduits of their will. One cannot choose this path under normal circumstances, rather, only those whose lives have been touched and altered by the supernatural can discover this path.

Spiritual Weapons

When you choose this tradition at 3rd level, you learn to channel your Ki into your weapons, transforming it into an extension of your soul. Choose two martial weapons to become your Spirit Weapons. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen type are considered monk weapons for you. You may choose an additional weapon when you reach 6th, 11th, and 17th level in this class.

Path to Spiritual Enlightenment

At third level, you are able to harness and guide the power within your soul to affect your weapons even more. You gain the following benefits:

  • Soul Charge. When you hit a creature with one of your Spirit Weapons, you gain a charge. You can have a number of Soul Charges equal to your Wisdom Modifier (minimum of 1). You lose charges whenever you take a short or long rest.
  • Spiritual Strikes. When you hit a creature with a Spirit Weapon, you can expend a Soul Charge to deal additional radiant or necrotic (your choice) damage equal to your Wisdom Modifier (minimum of 1).
  • Defiant Body. When you take damage while holding your Spirit Weapon, you may expend a number of Soul Charges equal to your Wisdom Modifier (minimum of 1) and increase your AC by the number expended until the start of your next turn.

Empowered Strikes

When you reach 6th level, your connection to your Spirit Weapons deepens. Attacks made using your Spirit Weapons count as magical for the sake of overcoming resistances to non-magical weapons.

Additionally, when you use your Flurry of Blows, you can replace on unarmed strike with an attack using your Spirit Weapon. If the attack hits, you may push the target up to 10 feet away from you.

Spiritual Surge

When you reach 11th level, you may use an action to expend 5 Ki points to unleash the Spiritual Energy stored within your weapons. Each creature of your choice within 15 feet of you must make a Dexterity Saving throw versus your Monk Save DC. On a failed save, creatures take 6d8 radiant or necrotic (your choice) damage, or half as much on a success.

For the next minute, your Spirit Weapons glow with energy depending on the damage dealt, shedding bright light in a 10-foot radius and dim light for another 10 feet. For this minute, you gain the benefit of your Spiritual Strikes without having to expend soul charges and cannot expend sould charges until the minute is up. 

Master of the Spiritblade

At 17th level, you learn to imbue all of your essence into one of your Spirit Weapons, turning it into an unparalleled extension of your will. As an action, you gain the following benefits for the next minute:

  • Attacks made with your Spirit Weapons ignore resistances to non-magical damage, and immunity is instead treated as resistance
  • You gain immunity to non-magical damage, and resistance to all other damage
  • If you would fall below 0 hit points, you do not fall unconscious. You begin making death saving throws at the start of each of your turns. You still suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you do not die until the trance is finished. However, if you succeed your death saves, you drop to 0 hit points and go unconscious at the end of the trance. (This effect cannot be used again for another 2d20 + 10 hours). 

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