Monk
Base Class: Monk

Monks who follow the path of the Warrior of the Dead walk the thin veil between life and death, mastering techniques that channel the spirits of fallen warriors. These monks embrace the wisdom of the departed, honing their bodies and minds to become relentless, spectral fighters. Their strikes carry the whispers of the beyond, and their movements blur like a ghost in the night.

Level 3: Spirit-Touched Strikes

You infuse your unarmed strikes with the essence of the dead. Your attacks deal necrotic damage instead of bludgeoning, and when you strike a creature, you can momentarily glimpse its past life, gaining advantage on your next attack roll against it.

Level 6: Wraith Step

You can flicker between the Material and Ethereal Planes for a brief moment. As a bonus action, you can become incorporeal until the end of your turn, allowing you to move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Level 11: Gravebound Resilience

You have become attuned to death itself. You gain resistance to necrotic damage and advantage on saving throws against being frightened or charmed. When you are reduced to 0 hit points but not killed outright, you can expend 2 Focus points to drop to 1 hit point instead.

Level 17: Avatar of the Forgotten

You fully embrace the spectral power of the fallen. As an action, you can spend 4 ki points to assume a ghostly form for 1 minute. While in this state:

  • You gain a flying speed equal to your walking speed.
  • You have resistance to all damage except force and radiant.
  • Your unarmed strikes critically hit on a roll of 19 or 20.
  • When you reduce a creature to 0 hit points, you can immediately make an unarmed strike against another creature within range.

Hollow One

You are in tune with the undead and gain the fouling abelites

Ageless. You don't age, and effects that would cause you to age don't work on you.

Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature you can't use it again until you finish a long rest.

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