Base Class: Monk
Monks of the Burning Soul attune themselves to the primal fire of the soul—the eternal essence that burns within every living being. You channel this inner flame to strike directly at spirits, enhance your resilience, and manipulate emotions, turning a foe’s own soul against them.
All features of this subclass affect only creatures with souls, excluding constructs, oozes, and mindless undead (such as zombies or skeletons; undead with Intelligence less than 10).
Level 3: Soul Striker
Your unarmed strikes carry the searing flaming touch of the soul. When you hit a creature with an unarmed strike; you can deal necrotic damage. When you hit a creature with two unarmed strikes on your turn, you can impose one of the following effects on the target:
- Soul Push. The target is pushed 15 feet away from you if it is no larger than one size larger than you. You can spend 1 focus point when using this effect; if you do, any creature in the path of the pushed target must succeed on a Dexterity saving throw or fall prone.
- Soul Blind. The target is unable to take reactions until the start of your next turn.
- Soul Focus. The target has disadvantage on attack rolls made against any creature other than you
Level 6: Soul Resonance
When you touch a willing creature and use an action or bonus action, you can choose one of the following effects, lasts until the end of the ally’s next turn):
- Joy. The ally rolls a d4 and adds the result to its AC.
- Rage. The ally has advantage on its next attack roll, but attack rolls against the ally have advantage until the start of your next turn.
- Dread. The ally’s walking speed increases by 15 feet.
Soul Sight
As an action, you can touch a creature to read its soul’s aura, discerning its current emotional state (such as calm, agitated, joyful, angry, fearful, deceptive, or trusting). For the next 10 minutes, you have advantage on Wisdom (Insight) checks made to discern information about that creature.
In addition, you can spend 1 focus point to manipulate the creature’s emotional state (it makes a Charisma saving throw; it can choose to fail this save). On a failure, choose one of the following effects (lasts for 10 minutes or until you lose concentration, as if concentrating on a spell):
- Joy. You have advantage on Charisma (Persuasion) checks made against the target, and the target regards you favorably in social interactions.
- Rage. You have advantage on Charisma (Deception) checks against the target, and the target is more likely to act impulsive and lash out at others.
- Dread. You have advantage on Charisma (Intimidation) checks made against the target, and the target becomes deferential or fearful in your presence.
You can use the manipulation aspect of this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a short or long rest.
Level 6: Soul Resilience
6th-level Warrior of the Burning Soul feature
As an action or a bonus action, you can ignite the primordial flames of your soul, enveloping yourself in a roaring corona of otherworldly azure fire like a comet's blazing trail. For 1 minute, you gain resistance to all damage except necrotic.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 11: Soul Defiant
If a creature reduces you to 0 hit points but does not kill you outright, you can use a reaction to force the creature to make a Charisma saving throw. On a failure, it takes 10d6 necrotic damage and you regain hit points equal to the damage dealt. On a success, the damage is halved and your hit points is reduced to 1 instead of 0.
You can use this feature once, regaining the ability to do so when you finish a long rest.
Level 17: Soul Breaker
Your mastery over the soul allows you to obliterate your enemies with their own essence. Your Soul Striker feature now gains additional benefits. When you hit a creature with two unarmed strikes on your turn, you can impose one of the following effects on the target:
- Soul Hurl. The target is pushed 30 feet away from you. You can spend 1 focus point when using this effect; if you do, any creature in the path of the pushed target must succeed on a Dexterity saving throw or take 8d6 necrotic damage and fall prone.
- Soul Impaired. The target is unable to take reactions for 1 minute. It can make a Charisma saving throw at the end of each turn to end this effect.
- Soul Obsession. The target has disadvantage on attack rolls against any creature other than you. You can spend 1 focus point when using this effect; if you do, the target must succeed on a Wisdom saving throw or use its action on each of its turns to make melee attacks against you if you're within reach (or move toward you if not, without entering hazards but provoking opportunity attacks).
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