Monk
Base Class: Monk

Monks who walk the path of the Warrior of the Spirit have discovered a truth hidden from most mortal minds: the soul is not merely a passenger within the body, but a living force capable of taking form in the world. Through years of meditation, discipline, and self-discovery, these monks learn to manifest their inner selves as tangible companions that fight beside them.

To a Warrior of the Spirit, the manifested spirit is not a servant, summoned creature, or magical construct. It is an extension of their very being. The embodiment of their convictions, memories, strengths, and flaws. Some spirits appear as radiant versions of their monk, while others take on forms shaped by the monk's personality, ancestry, or deepest ideals.

Level 3: Manifest Spirit

As a Magic Action you can expend 1 Focus Point to manifest your spirit in an unoccupied space you can see within 30 feet of yourself. The spirit uses the Spirit Companion stat block.

It lasts until you finish a Long Rest or until you take a Magic Action to dismiss it, at which point it harmlessly dissolves into radiant energy and returns to you.

You can have only one spirit manifested at a time.

If the spirit is reduced to 0 Hit Points, you can manifest it again by taking a Magic Action and expending another Focus Point. When you do so, the spirit reappears with half its normal Hit Points and Hit Dice. 

The Spirit in Combat

In combat, the spirit acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you command it otherwise. You can command the spirit only while it is within 60 feet of you.

When you take the Attack action, you can replace one of your attacks with one action from the spirit's Actions section.

In addition, as a Bonus Action, or when you use Flurry of Blows, Patient Defense, or Step of the Wind, you can command the spirit to take one action from its stat block.

If you have the Incapacitated condition, the spirit acts independently and isn't limited to the Dodge action.

Level 3: Spirit Companion

Spirit Companion

Celestial, Same Size as You

Armor Class 12 + your Dexterity modifier

Hit Points 5 × your Monk level

The spirit has a number of Hit Dice (d6s) equal to your Monk level.

Speed Equal to your Speed

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 6 (-2) Equal to yours 6 (-2)

Damage Resistances
Radiant

Condition Immunities
Poisoned

Senses
Shares your senses and Passive Perception

Languages
Understands the languages you know

Challenge Rating None (XP 0)

Proficiency Bonus Equals your Proficiency Bonus


Traits

Inner Self

The spirit adds your Proficiency Bonus to all ability checks and saving throws it makes.

Dexterous Spirit

When the spirit uses a Grapple or Shove, it can use its Dexterity modifier instead of its Strength modifier to determine the save DC.


Actions

Spiritual Strike

Melee Attack Roll: Uses your attack modifier.

Reach: 5 feet

Hit: Force damage equal to one roll of your Martial Arts die + your Wisdom modifier.


Spirit Burst

The spirit releases a wave of radiant energy from within itself.

Each creature of your choice within 5 feet of the spirit must make a Dexterity saving throw against your Focus Save DC.

A creature takes Radiant damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful save.


Healing Touch

While within 5 feet of another creature, the spirit channels restorative energy into them.

That creature regains Hit Points equal to three rolls of your Martial Arts die + your Wisdom modifier.


Reactions

Guardian Spirit (1/Long Rest)

When you are hit by an attack roll and your spirit is within 30 feet of you, you can teleport, swapping places with your spirit.

The spirit becomes the target of the triggering attack instead.


 

Level 6: Eternal Bond

The bond between you and your spirit deepens.

The spirit regains its use of Guardian Spirit whenever you finish a Short or Long Rest, or when you use your Uncanny Metabolism feature.

In addition, as a Magic Action while your spirit is within 120 feet of you, you can perceive through the spirit's senses until the start of your next turn. During this time, and while the spirit is within range, you can only command the spirit to move, and you see and hear through the spirit's space and are deaf and blind to your own surroundings.

You can extend this duration by taking the Magic Action on subsequent turns while the spirit remains within 120 feet of you.

When you use this feature, you can expend 2 Focus Points to double the maximum distance between you and your spirit while maintaining this effect. This increased range lasts until the effect ends.

Level 11: Stunning Manifestation

Your spirit can channel the same disruptive force that flows through your strikes.

When your spirit hits a creature with Spiritual Strike, you can expend 1 Focus Point to use your Stunning Strike feature through the spirit, provided you haven't used Stunning Strike on your turn. 

Level 17: Perfect Manifestation

The boundary between your body and spirit has all but disappeared.

While your spirit is manifested, whenever you make a melee attack while the spirit is within 60 ft of you, you can choose for that attack to originate from your space or the spirit's space.

In addition, when you are Bloodied, you can take a Magic Action while your spirit is within 60 feet of you to absorb its spiritual energy. The spirit disappears, returning to you, and you regain Hit Points equal to twice your Monk level + your Wisdom modifier.

After absorbing your spirit in this way, the next attack you hit with before the end of your next turn deals additional Force damage equal to four rolls of your Martial Arts die.

Once you use this feature, you can't do so again until you finish a Long Rest.

Previous Versions

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