Monk
Base Class: Monk

Voice of the Damned
At 3rd level, your monastic tradition awakens the ability to perceive the ethereal through your training. You gain the ability to see up to 60 feet into the ethereal plane. On top of this, every time you hit an enemy, another spectator joins your effort. Per every 5 spirits viewing and assisting you, you gain a +2 bonus to damage and healing rolls and a +1 to all ability checks. Your spectators go down by 5 on a short rest and 20 on a long rest. The DM may choose to say that you lose all spectators upon long rest instead.

Healing Hands
At 3rd level, you become able to channel your spectators into your powers. By reducing your spectator count, you are able to perform magical healing arts or cure your companions of certain statuses within 30ft. Every 3 spectators used allows you to either heal the target 7HP or remove one of the following conditions: incapacitated, poisoned, blind. This move replaces an attack on your turn (though this must be part of your main action). You may not target yourself with this ability and you may only use it once per turn.

Awakening the Lost
At 6th level, you learn new ways of rousing spirits to come to your aid. As an action, you are able to perform a quick flurry of attacks drawing from energy in the ethereal plane, causing creatures in a 20 foot cone to make a DEX save (DC equal to your ki save DC) or take 3d8 slashing damage, or half as much on a successful save. After performing this action, you are blinded until the end of your next turn but gain 4 spectators. You are able to use this an amount of times equal to your proficiency bonus, gaining back all uses on a long rest.

Take On Their Pain
At 11th level, you gain the ability to go into a complete meltdown or create a healing aura by making use of the spiritual energy surrounding you as an action. If you choose to cause a meltdown, every creature of your choice within 25 feet of you must make a constitution saving throw against your ki save DC. On a failed save, they take 5d6 fire damage and 5d6 force damage, taking half as much on a successful save. After using this ability, you act as though you were affected by the confusion spell, with the exception of the 7-8 effect allowing you to move to make an attack action against a creature of your choice. You must make a wisdom save against DC15 at the end of each of your turns to end this effect. On top of this, you gain 10 spectators. 

Alternatively, if you choose to create a healing aura, you lose 8 spectators and create a 15 foot field around you. Each creature that starts their turn in this area heals 8HP and is cured of any statuses that can be cured by your Healing Hands ability. On top of this, your Healing Hands become able to cure the stunned and frightened conditions. This aura lasts for 3 turns.

You are able to use this ability twice per long rest.

Are You Not Entertained?
At 17th level, you gain the ability to give your spectators an opener to every battle to rally them to your aid. When rolling initiative, you can choose to draw out the anger or the love of the lost souls surrounding you. When drawing in anger, roll 3d4 and gain that many spectators at the beginning of the fight. On top of this, your damage bonus from your Voice of the Damned ability increases by 3 until the end of the fight. If you choose to draw in love instead, you roll 1d4 and gain that many spectators at the beginning of the fight. Your healing bonus from your Voice of the Damned ability also increases by +5 until the end of combat.

In addition to this, your base bonuses from Voice of the Damned become +3 to damage and healing rolls and +2 to all ability checks per 5 spectators, aswell as +1 to all saving throws per 10 spectators. You also become able to cure the Paralysed condition with your Healing Hands ability.

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