Base Class: Monk
Warriors of the Spectral Blade harness a special type of magic that allows them to store weapons in a special subspace and use them on command.
Level 3: Spectral Armory
You gain access to your magic subspace where you can store weapons.
Filling the subspace. The subspace has a number of slots available for storage equal to your Monk level. Weapons with the Light property occupy 1 slot, weapons with the heavy property occupy 3 slots, and weapons without the light or heavy properties occupy 2 slots. You can stow a weapon in the subspace or retrieve it as a magic action. You can only stow a weapon if it is not being worn or carried by another creature and it is not currently attuned to another creature.
Equipping the weapons. You can equip a spectral copy of a weapon from your subspace as part of an attack like normal or as a magic action. You are considered proficient with the spectral copies and they count as monk weapons for you. Any magic weapons in the subspace convey their properties to their spectral copies.
Wielding the weapons. Equipped spectral weapons deal force damage instead of their normal type while equipped, and you can ignore the restrictions of the heavy and loading properties of equipped weapons. Ranged weapons automatically create one piece of magic ammunition when you make a ranged attack with it.
Dismissing the weapons. These spectral weapons can be dismissed at any time (no action required). They also automatically disappear, along with any fired ammunition, after not being held for one minute or when you become incapacitated.
Level 6: Spectral Maneuvers
You employ your spectral weapons in more advanced ways. By expending 1 focus point as a bonus action, you can empower your weapons in the following ways:
- Melee Weapons: As part of the bonus action, you swing the weapon around you. All creatures within reach of the weapon make a Dexterity Saving Throw against your Focus DC. They take force damage equal to 2 rolls of your martial arts die on a failure or half as much on a success.
- Ranged and thrown weapons: As part of the bonus action, you fire or throw the weapon. All creatures in a line within the normal range make a Dexterity Saving Throw against your Focus DC. They take force damage equal to 2 rolls of your martial arts die on a failure or half as much on a success.
- All weapons: All attack rolls made with spectral weapons before the start of your next turn are made with advantage and deal additional damage equal to 1 roll of your martial arts die.
Level 11: Enhanced Maneuvers
The number of die used for your Spectral Maneuvers is doubled.
Level 17: Storm of Swords
When you expend focus points, you can summon a number of your spectral weapons equal to the number of focus points expended, up to a maximum of 10, that will float around you until they are launched. They will also disappear if 10 minutes have passed since the last one was summoned or you become incapacitated.
When you take the Attack action on your turn, you can forgo one of the attacks to command the summoned weapons to launch themselves in a 20 foot square at a point you can see within 60 feet of you. Any creature within the area must make a Dexterity Saving Throw against your Focus DC or take a number of d12s worth of damage equal to the number of summoned spectral weapons on a success, or half as much on a failure. The launched weapons disappear at the end of your turn.
Previous Versions
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8/30/2026 5:20:35 PM
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