Monk
Base Class: Monk

You have followed the rare monastic tradition that has allowed you to tap into the spirit realm and utilize the power from beyond. Your mind is trained to control not only your body but also the physical world around you. Through your studies you may learn to conjure spiritual force, tap into the minds of others, and even use your own life force to heal others. Monks that have followed Alistia's teaching are the rarest monks that wonder Svilland. They are either lone survivors of the culling many years ago or wanderers that were deemed worthy by Alistia to recieve teaching. Monks of the Way of the Open Mind seek to understand all things in the world while at the same time bringing balance to all things. A monk who follows this tradition takes time to meditate to understand themselves and the spirits they are connected to. Monks of the Open Mind are proud of their traditions but some see them as distant hopefuls ever sense Alistia closed her temple but they continue on helping those in need on their quest to bring the world back into balance.

Healing Energy

At 3rd level, your understanding of the spirit realms life force allows you to transfer yours to those you care for. As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 x your monk level. You take damage equal to the amount of hit points healed. This feature doesn't transfer any other affects that might accompany the damage, and this damage can't be reduced in any way. 

Also at 3rd level, you learn to tap into the healing spirits through during rest focus and deep meditation to recover from injury at an accelerated pace. During a short rest, you can decide to dive into the spirit realm and search for a healing spirit to help quicken your recovery. If you choose to do so, your spirit leaves your body for the duration of the short rest and you cannot see or hear your surroundings. If your bonded companion is within range of you they can communicate with you telepathically. Others can attempt to bring you back by breaking your meditation. You may also make your spirit return to your body sooner by making the same saving throw. When in this state and you roll a hit die to regain hit points, you regain twice the number rolled before adding your Constitution modifier and may re-roll any 1 you get on the dice but then you must take the second role.

Spiritual Force

You open your mind to the spiritual energy that surrounds everything and everyone. You learn the friends cantrip as well as the mage hand cantrip. Your mage hand is invisible and can be used to stow an object object the hand is holding in a container word or carried by another creature as well as retrieve one. can spend 2 ki points to cast calm emotions,  suggestion or detect thoughts without material components.

Spirit Bond

Also at 6th level, you can create a spiritual bond between you and another creature at the end of a short or long rest. While the creature is within 60 feet of you it has resistance to all damage. Also, each time it takes damage, you take the same amount, and this damage can’t be reduced in any way. This feature doesn’t transfer any other effects that might accompany the damage. If the creature you are linked to is reduced to 0 hit points but isn’t killed outright, it is stabilized as any excess damage carries over to you, and the bond is severed. You can also end this link on your turn as a bonus action.

Connected To All

At 11th level, as a bonus action, you can expend 5 ki points to call upon spirits to aid you. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gain temporary hit points equal to your monk level, provided the creature can see or hear you.

Through your training you have learned how to conversate with all the spirits who inhabit the world. By spending 2 ki points you can cast Speak with Dead, or Speak with Plants without material components. When you cast these spells you step through the thin veil into the spirit world. You can cannot see or hear outside of the spirit world but you can still communicate with the creature you have a spirit bond with. You cannot leave the range stated in the spell or else the spell ends early. When the spell ends you are returned from the exact point that you cast it.

Spirit Knight

You learn the ability to become an aspect of the spirit realm augmenting your fighting ability with the powers from the other side. You spend 8 ki points and as a bonus action to transform into a spirit knight. however, you can only use it once per long rest and it lasts for 1 minute. Immediately after the transformation ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. The power of the spiritual force is too strong for any mortal to handle fully because that would upset the balance in the world.

Spirit Knight Transformation

You endow yourself with endurance and martial prowess fueled by the great spirits. Until the transformation ends, you can’t cast spells, and you gain the following benefits:

- You gain 50 temporary hit points. If any of these remain when the transformation ends, they are lost.

-Your first attack on each turn does an additional 2d12 force damage and you have advantage on the first attack after you transform.

-Your AC is raised by 2

-Your speed is increased 10