Base Class: Monk
You channel your spiritual animal in your fights allowing you to summon them to aid you and empowering you.
Soul Ritual
at lvl. 3 you gain the ability to use the Find Familiar spell as a ritual and you summon the animal from the path your soul has chosen.
The Souls Path
At lvl.3 you choose a Animal path that will stick with you for the rest of your life, you may only choose one:
Monkey: You have amazing acrobatics and are able to use it well in fights, you now gain expertise (double proficiency) to Acrobatics, and when you run past someone you may attack as a free action ( you must pass them by at least 5ft)
Crane: You use grace and precision, You now hit get a critical hit if you roll a natural 19 and or 20, your Fist attacks now deal piercing damage
Hummingbird: You are fast and quick witted, you gain a +1 to intelligence, you gain advantage against being grappled, and gain +5ft of movement
Hyena: You are strong and fierce, You can additionally add your strength modifier to your unarmed attacks along with Dexterity and you can make a grapple check against any creature you hit with an unarmed attack
Orca: You are physically dense and wise, you gain +1 to Constitution, and once per turn you can now spend 1 ki point as a bonus action you do a sonar screech to a single target that can hear you with in 30ft the target must succeed on a wisdom saving throw vs 10 + Wis + Proficiency and deal the same damage die as your fists but in psychic damage, and you gain a swim speed of 30ft
Puppy: You have great curiosity and are likable by most, you gain a +2 to charisma and gain the ability to cast Friendship for 1 ki point using wisdom as your spell casting mod
Spirit Ascendents
At lvl.6 you gain the ability to spend 1 ki point and you can sense the location of any spirit/life form within 30ft. You now how many things are nearby and where they are but not what or where you are.
You are also able to sense what is alive, dead, and undead.
Soul's Strength
At lvl. 11 your soul gains more power, what you get depends on what animal was taken:
Monkey: You gain 30ft of climbing speed
Crane: You gain the ability to jump vertically twice your normal vertical jump height
Hummingbird: You gain the ability to jump three times the normal horizontal distance
Hyena: You gain double proficiency with Strength saving throws, proficiency in Wisdom saving throws, and advantage on grapple checks
Orca: You gain the ability to spend 3 Ki points to heal 10 + Monk level + Constitution, can be directed only on self (bonus action)
Puppy: You gain the ability to heal your self and others for 1 ki point healing 10 + Monk level + Charisma + Wisdom (bonus action)
The Astral Blessing
At lvl.17 you can punch a soul of a person pushing them back. You gain the ability to be able to punch with extra force, you gain a 1d12 of force damage to each punch and must make a Constitution saving throw on a failed save they are moved 15ft backwards on the end of the monks turn. (the knock back doesn't stack). If the target hits a wall or something similar, the target takes 1d6 bludgeoning damage. The Con saving throw is equal to Monk level + 8 + Constitution.
Spirit's Expansion
At lvl.17 you gain the final ability of your spirit animal power:
Monkey: You can spend 4 ki points to gain advantage on an attack and if it lands deal + 3d4 more damage
Crane: You can spend 1 ki point to gain a fly speed of 30ft for 1 hour
Hummingbird: You can spend 1 ki point to cast levitate on one's self
Hyena: For 2 ki points you can gain the ability to enter a frenzy of power, you gain advantage on all dexterity and strength checks, you when you land an attack you give the person 1d4 turns of 1d8 bleeding damage
Orca: You can spend 6 ki points to send a spiritual Orca out at any creature you can see within 120ft of you, if it hits them (counting as a technical unarmed attack) it deals 5d8 radiant damage.
Puppy: You gain the ability for spending 4 ki points, you become an avatar of healing for 1 minute or until you attack a creature, you heal you friends at the end of your turn for 50 + Monk level + Charisma + Wisdom, you also can spend an action and or a bonus action to touch a willing creature to heal them 25 + Monk level + Wisdom. Must do a short rest until you can use this ability again.
Previous Versions
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8/24/2019 2:42:10 AM
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8/24/2019 2:51:20 PM
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11/15/2019 7:50:58 PM
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12/28/2019 9:05:51 PM
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