Monk
Base Class: Monk

Warriors of the Ethereal Spirit are trained to hone their sixth sense, usually from a young age. As they train, they gain abilities to channel their focus into banishing evil spirits back to the ethereal.

Level 3: Gestalt Guerilla

You have learned how to channel your focus into your ethereal form and become a temporary gestalt of your soul and body, gaining the following benefit:
• You may expend 1 Focus Point to interact with intangible creatures as if they were not intangible for 10 minutes or until you dismiss these effects as a free action. For the duration, your Unarmed Strikes and Monk weapons are considered magical and bypass resistances and immunities to Bludgeoning, Piercing, and Slashing damage. During this time, if a creature you attempt to grapple is no more than 1 size larger than you, you may ignore any Immunities the creature has to the Grappled condition and restrict any ethereal movement that creature would use when Grappled.

Level 3: Poltergeist Pugilist

You use your focus to tap into the otherworldly power of the ethereal plane to provide complementary effects to your martial training. You become intangible for a brief moment or harness ethereal energy to aid you in a split-second defense. When you use Deflect Attacks, you may choose to spend a Focus Point to choose one of the following effects. You may spend additional Focus Points to stack additional effects; each effect costs only one.

 

Ghostly Intangibility. Reduce the damage of the incoming Attack by an additional amount equal to a roll of your Martial Arts Die plus your Proficiency Bonus but the Attack can no longer be redirected upon being reduced to 0.

 

Otherworldly Fortitude. Instead of reducing or negating the damage of the Attack you take the full amount, but an ally (that isn’t you) within 60 ft of you gains Temporary Hit Points equal to the damage that would have been negated.

 

Ethereal Stride. Immediately move up to half your speed after taking this reaction without provoking opportunity Attacks. You may move through creatures as part of this movement, but you may not end your turn in the same space as another creature.

Level 6: Spiritual Strike

Through practiced meditation, you have unlocked a new aspect of your spiritual self and draw upon forces from the ethereal plane when making focused Attacks. When you use Flurry of Blows on your turn, you may have all your Attacks on that turn using Unarmed Strikes or Monk weapons deal an extra amount of cold damage equal to your Wisdom modifier (minimum of 1).

Upon reaching level 11, you may also have your attacks deal necrotic or psychic damage in the same way, rather than cold damage. 

Upon reaching level 17, you may spend a Focus Point to deal damage in this way when you would deal damage as part of Deflect Attacks.

Level 6: Kindred Spirits

You can briefly contact the ethereal plane to summon a wandering spirit to your aid. As an Action, you may summon a Kindred Spirit. It manifests in an unoccupied space that you can see within range and uses the Kindred Spirit stat block. This creature is an ally to you and your allies. The Kindred Spirit remains in your service up to a number of hours equal to half your Monk level (not rounded), until it drops to 0 Hit Points, or until you finish a Long Rest. After the Kindred Spirit leaves your service, its spirit returns to the ethereal plane and its ghostly form disappears. 

In combat, the Kindred Spirit shares your Initiative count, but it takes its turn immediately after yours. On your turn, you can spend a bonus action to mentally command the Kindred Spirit where to move and what actions to take (no action required by you). If you don’t issue a command during your turn, it repeats the last command you gave to the best of its ability. If you are Incapacitated and are making death saving throws, you may command the spirit on your turn without the use of an Action or Bonus Action. The Kindred Spirit never requires your command to use its reaction, such as when making an Opportunity Attack.

When you command the Kindred Spirit on your turn (either through use of a Bonus Action or while you are making death saving throws), the spirit can take any Bonus Actions you gained from the Monk class on your behalf. If that Bonus Action would require the use of focus points, such as Flurry of Blows, expend that many focus points as you command the spirit. If you did not command the spirit this turn and it is repeating a previous command, it cannot take your bonus actions in this way. 

The Kindred Spirit will assist you when performing simple tasks that a person could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the Kindred Spirit performs the task to the best of its ability until it completes the task, then waits for your next command.

Once you use this feature, you may not do so again until after you finish a Long Rest or until after you use Uncanny Metabolism.

Kindred Spirit

Medium Undead, Any Alignment

AC 13

HP 30 + Twice your Monk Level.

Speed 30 ft.; Fly 40 ft. (hover)

    Mod Save
STR 12 +1 +1
DEX 16 +3 +3
CON 15 +2 +2
    Mod Save
INT 8 −1 −1
WIS 10 +0 +0
CHA 9 −1 −1

Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-Magical Attacks

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Poisoned

Senses Darkvision 60 ft.; Passive Perception 10

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Incorporeal Passage. The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to your proficiency bonus ({{proficiency}}).

Spirit's Unarmed Strike. Melee Attack Roll: Bonus Your Wisdom modifier plus your Proficiency Bonus, reach 5 ft. Hit: Your Martial Arts Die + your Wisdom modifier bludgeoning damage.

Level 11: Borrowed Knowledge

Upon reaching level 11, you may spend a bonus action and a Focus Point to touch an ally and unite their soul and body for 10 minutes, granting them the same effects as your Gestalt Guerilla ability, and any melee weapons they are proficient with are considered a Monk weapon for the duration. Until the end of duration or until that ally has failed 3 death saving throws during the duration, you may use melee weapons they are proficient with as if they were a Monk weapon for which you also have proficiency.

Level 17: Incorporeal Form

When you activate your Gestalt Guerilla ability, you can activate Step of the Wind without spending a Focus Point and gain a Fly Speed (hover) equal to your speed and you may move through solid objects and creatures as if moving through difficult terrain. If you end your turn inside an object, you are then shunted to the nearest unoccupied space and take 1d10 Force damage for every 5 feet traveled.

Level 17: Ghastly Retribution

When you use Deflect Attacks, you may still redirect some of the Attack’s force when using Ghostly Intangibility, and you may change the type of damage the Attack would deal to be Cold, Necrotic, or Psychic instead of the original Attack’s type. If you do not reduce the amount of damage you would take to 0, you may spend a Focus Point to deal damage in this way regardless.

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