Base Class: Monk
Some monks look inward for perfection. Others listen outward, to the ancient spirits that roam the wild places of the world.
Warriors of Sacred Spirits form bonds with primal Sacred Beasts and elemental forces that embody the strength, cunning, and swiftness of nature itself. Through meditation and discipline, these monks invite such spirits to flow through them, shaping their bodies and guiding their strikes.
A warrior may fight with the endurance of the Catbear, the grace of the Foxdeer, or the piercing speed of the Storm Hawk. Each spirit lends its power, its instincts, and a fragment of its elemental essence.
To these monks, combat is not fought alone. Every strike carries the will of the spirits that walk beside them, unseen but ever watchful.
Spirit Aspects
As a Bonus action, you can spend 2 Focus Points to channel a Spirit Aspect for 1 minute, choosing between Catbear, Foxdeer, and Storm Hawk. As a Bonus action on subsequent turns you can swap to a different Aspect. While channeling an Aspect, you gain the following benefits:
Elemental Affinity. Your Elemental Affinity damage type is determined by the Damage Type column of the Spirit Aspect Table. You have resistance to this damage type. Additionally, all of your Unarmed Strikes deal additional damage of this type equal to your Wisdom modifier.
Enhanced Ability. You add a roll of your Martial Arts die to Ability Checks and Saving Throws of your Aspect’s Ability as shown in the Abilities column of the Spirit Aspect Table.
Conferred Benefit. You gain an additional benefit as shown in the Benefit columns of the Spirit Aspect Table.
Spirit Aspect Table
|
Aspect |
Damage Type |
Abilities |
Benefit |
|
Catbear |
Cold |
Strength and Constitution |
You gain a +2 to bonus to Armor Class |
|
Foxdeer |
Fire |
Wisdom and Charisma |
You regain Hit Points equal to the roll of your Martial Arts Die each time you spend Focus Points. |
|
Storm Hawk |
Lightning |
Dexterity and Intelligence |
Your Speed increases by 10 feet. |
Spirit's Boon
You gain the following benefits:
Frozen Defense. As a Bonus action, you can expend 1 Focus Point to gain Temporary Hit Points equal to 2 rolls of your Martial Arts die. Additionally, you have Advantage on Strength and Constitution saving throws until the start of your next turn.
Deflect Elements. You can use your Deflect Attacks feature when you take any type of damage from an attack, except for Psychic damage.
Sonic Step. As a Bonus action, you can expend 1 Focus Point to gain a Fly Speed equal to your Speed until the end of the turn, at which point you fall if you are still aloft.
Guardian's Wrath
When you use your Spirit Aspect feature, or as a Bonus action while channeling a Spirit Aspect, you can spend 3 Focus Points to cast the Elemental Aura* spell. You must choose the Pyromorph option while channeling the Foxdeer, Cryomorph option when channeling the Catbear, and Electromorph option when channeling the Storm Hawk. If you change your channeled Aspect on a subsequent turn, you also change the transformation for the Elemental Aura* spell.
Spirit Zenith
Adamant Watcher. When you use your Deflect Elements feature, you can expend 4 Focus Points to automatically reduce all incoming damage to zero.
Bright Sentinel. When a creature within 60 feet of you makes an Attack roll or Ability Check, you can use your Reaction and expend 1 Focus Point to impose disadvantage on that creature’s d20 roll. Alternatively, when a creature within 60 feet of you makes a d20 test, you can use your Reaction and expend 1 Focus Point to add a roll of your Martial Arts die to the result. You can then grant Heroic Inspiration to another creature within range.
Storm Warden. Instead of using movement on your turn, you can expend 2 Focus Points to teleport up to 60 feet to an unoccupied space you can see. Creatures within 10 feet of the space you left must make a Strength saving throw. On a failed save, a creature that fails takes Thunder damage equal to two rolls of your Martial Arts die. A creature takes half damage on a successful save. Additionally, creatures you choose within 10 feet of you after you teleport must make a Dexterity saving throw. On a failed save, a creature that fails takes Lightning damage equal to two rolls of your Martial Arts die. A creature takes half damage on a successful save.
Previous Versions
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4/23/2026 5:18:49 PM
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Coming Soon
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