Base Class: Monk
Warriors of the Spirit Barrier are an ancient tradition devoted to protecting the world from the influence of threats originating from other planes. While their skill in combat against extraplanar beings is undeniable, their true strength is their ability to inspire unity and bring people together. It is this unity from which the Spirit Barrier, a magical energy field protecting the material plane from intrusion, is derived.
Level 3: Spirit Weapon
You may use the mastery property of one kind of Monk weapon of your choice. Whenever you gain a Monk level, you may change your chosen kind of weapon. As a Bonus Action, you may draw on the Spirit Barrier's energy to manifest in your hands a nonmagical weapon of the chosen kind that sheds dim light in a 5ft radius—your Spirit Weapon. It disappears if it is destroyed, if it spends 1 minute more than 5ft away from you, or if you use this bonus action again to either dismiss the weapon or manifest another. Starting at 11th level, you gain a +1 bonus to attack and damage rolls you make with your Spirit Weapon. This bonus increases to +2 at 17th level.
Also, choose a specialization: Advanced Weaponry, Double Draw, or Weapon Defense.
Advanced Weaponry
You have Proficiency with Martial Weapons. Instead of choosing a Monk weapon for this feature, you may choose any kind of weapon. Your Spirit Weapon counts as a Monk weapon for you.
Double Draw
When you manifest your Spirit Weapon, you may manifest two weapons in your hands. If you only have one Spirit Weapon manifested, it doesn't disappear when you manifest one more. You may dismiss both weapons with the same Bonus Action. You may make the extra attack of the Light property as part of the same Bonus Action used to manifest your Spirit Weapon.
Weapon Defense
While you are wielding your Spirit Weapon, you gain a +1 bonus to Armor Class.
Level 3: Pop Sensation
You know one additional language of your choice, and you gain Proficiency in the Performance skill. Additionally, choose a role: Choreographer, Lyricist, or Superstar.
Choreographer
- Follow My Lead - When you or any of your allies within 30ft who can see or hear you roll Initiative, you may use your Reaction and spend 1 Focus Point (after choosing to use Uncanny Metabolism or Perfect Focus) to give each such creature a bonus to Initiative equal to your Wisdom modifier (minimum 1).
- Synchronized Steps - When you or any of your allies within 30ft who can see or hear you make a Dexterity saving throw, you may use your Reaction and spend 1 Focus Point to give each such creature a bonus to that saving throw equal to your Wisdom modifier (minimum 1).
- Practiced Motions - You may take one extra Reaction between your turns. You can't use Deflect Attacks more than once between turns this way.
Lyricist
- Songwriting: You know a number of songs equal to your proficiency bonus, each of which may either be an Anthem or a Diss Track. With one hour of work, which may be done during a Short Rest, you may write a new song, forgetting a previously known song. Once you write a song, you can't write another until you finish a Long Rest.
- Lyrical Power: As a Bonus Action, which may be the same Bonus Action used to summon your Spirit Weapon, you may spend 1 Focus Point to begin singing a song you know for up to 3 minutes while you maintain Concentration, or until you become Incapacitated. Creatures within 60ft of you that can hear the song are affected depending on the choices made when the song was written. Once you stop singing a song, that song has no effect when performed again until you finish a Long Rest.
- Anthem: When you write an Anthem, make three choices: Dexterity or Wisdom, Strength or Charisma, and Fast or Slow. Affected creatures of your choice may add 1d4 to saving throws and ability checks they make using the chosen Ability Scores while they are within 60ft of you and can hear the song. If it's a Fast song, their speed is also increased by 10ft. If it's a Slow song, they each also gain a number of Temporary Hit Points equal to your Proficiency Bonus at the start of their turns.
- Diss Track: When you write a Diss Track, choose any creature type except Humanoid, or choose up to 5 specific creatures of whom you are aware. When a creature begins hearing a Diss Track written about it (only once per performance of the song), it must succeed on a Charisma saving throw or subtract 1d4 from each attack roll and saving throw it makes while it's within 60ft of you and able to hear the song.
Superstar
- Virtuoso: You gain Expertise in the Performance skill.
- Spotlight: Whenever you hit a creature with an attack, you may spend 1 Focus Point to give that creature Disadvantage on attacks against creatures other than yourself until the start of your next turn. If you do, you don't have to spend Focus Points to use this ability on other creatures until then.
Level 6: Spirit Strike
When you deal damage with your Spirit Weapon, you may have it deal Radiant damage or its normal damage type. Once on your turn when you attack a creature with your Spirit Weapon, you may make another attack with it against a different creature within 5ft of the first.
Level 6: Spirit Barrier Attunement
You may spend 1 Focus Point to cast Detect Evil and Good as a Bonus Action, which may be the same Bonus Action used to summon your Spirit Weapon. Wisdom is your spellcasting ability for this spell.
Level 11: Improved Spirit Weapon
You gain a +1 bonus to attack and damage rolls you make with your Spirit Weapon.
Level 11: Improved Spirit Barrier Attunement
You may spend 5 Focus Points to cast Dispel Evil and Good as a Bonus Action without requiring material components. This may be the same Bonus Action used to summon your Spirit Weapon. Wisdom is your spellcasting ability for this spell.
Level 17: Superior Spirit Weapon
You gain a +2 bonus to attack and damage rolls you make with your Spirit Weapon.
Level 17: Voices Together
As a Magic Action, you may spend 7 Focus Points to stand as a beacon of unity and hope, granting the benefits below. The effect ends for all affected creatures after 4 minutes, or when all affected creatures are Incapacitated. Once you use this feature, you can’t use it again until you finish a Long Rest.
- Heroic Inspiration: At the start of each of your turns, you gain Heroic Inspiration if you don't have it.
- Resolve: Your Concentration can't be broken by damage, and you are immune to the Frightened and Charmed conditions.
- All Together Now: You may use a Bonus Action to spread this effect and its benefits to any number of friendly creatures within 60ft who can see or hear you. Once during the effect, you may gain 25 Temporary Hit Points as part of this Bonus Action. This may be the same Bonus Action used to summon your Spirit Weapon.
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