Base Class: Monk
Those who follow the monastic tradition of Sword and Spirit wield a sacred saber, known as a Spirit Sword. It might have been created by you, passed down, or even discovered during your journey. Work with your DM to decide how you acquired it. Rarely do Sword and Spirit monks discover this tradition themselves; the more likely scenario is that you had a sensei or master who taught you this tradition. The true weapon of these monks, however, is the energy of the multiverse they learn to harness, or The Spirit, as they call it.
Monks of Sword and Spirit believe "The Spirit" they serve is that of the multiverse itself, guiding them to bring it balance. All of these monks believe this, but there are three sects of the tradition, as there are three interpretations of the "balance" they seek.
The Gul believe The Spirit wills them to be selfless, often shielding themselves from mortal attachment to focus on their duty to the world. Members of this sect are almost always good and commonly neutral as well. Those who walk this path alone rarely do so by choice; either your master or order was killed or your apprentice was.
The Gar believe they are the chosen of The Spirit, and as such further its goals by fulfilling their own. They are selfish, emotional, and rash, making decisions out of self-interest rather than the interest of others. Most Gar masters are killed by their apprentices, as it is a grim rite of passage for them; a Gar apprentice only becomes a master by taking the title by force. If the student won't or can't forcefully usurp their teacher, they will be killed instead. Gar are almost always chaotic, and often evil.
The last sect, known as the Grae, believe the balance they strive towards means balance between those who follow The Spirit. These monks toe the line between Gul and Gar philosophy, working to keep the world from becoming too peaceful or too chaotic. According to them, the fault of the other sects is their unwillingness to recognize the legitimacy of the other; both represent the will of The Spirit because the two balance the world from both ends. Most Grae are neutral, often achieving true neutrality.
Spirit Warrior's Weapon
Upon reaching 3rd level, The Spirit guides you to the ancestral weapon of the tradition, the Spirit Sword. Work with your DM to decide how you obtained it-you could've received it from your dying sensei, found it along your journey and heard it calling to you, or you could've assembled it yourself (however intricate or simple the story is up to you). The sword is a magical longsword with which you are proficient.
It has the following special properties: the sword's blade glows brightly in a color of your choice-during a long or short rest you may disassemble it and change its color-and sheds dim light for 10ft; for all intents and purposes one's Spirit Sword is a magical weapon; the sword uses Dexterity rather than Strength to determine bonus to hit and bonus damage; the sword will retract to its hilt while not being held by you; while attempting to catch a projectile, you can attempt to reflect is with your Spirit Sword, and can expend a number of ki points equal to your monk level to lessen the damage by an extra 1d10 for each ki point expended. Upon successfully bringing the damage to 0 or less, you gain advantage on the attack to reflect it.
Spirit Warrior's Power
Starting at 3rd level, monks of Sword and Spirit begin to harness the powers of The Spirit, allowing them to, as an action, spend 2 ki points to cast the levitate spell or 1 ki point to cast the charm person spell without using material components. These spells may only be cast at their original levels.
Enhanced Sword Technique
Upon reaching 6th level, a new level of mastery is achieved of your Spirit Sword, granting you a +1 bonus to hit and damage while wielding it.
Spiritual Shove
When you reach 6th level, you begin to feel the push of The Spirit, and can make others feel it too. As a bonus action, you may expend a ki point to attempt to shove a creature within 30 feet of you an additional 15 feet. The creature must be medium or smaller and must make a Strength saving throw against your save DC. On a success the target is unaffected. If the target fails, it is pushed away from you in a straight line up to 15 feet. If the target fails by 10 or more, it is also knocked prone.
Magical Deflection
At 11th level, you begin to finally accept the Spirit Sword as a part of yourself, not just a weapon. You gain an additional +1 to attack and damage rolls with it and gain the ability to deflect ranged spell attacks-spells where the caster makes an attack roll-with your deflect missile ability while holding the Spirit Sword. Despite it being a spell, to reflect it at another target, you still use your Dexterity bonus + proficiency bonus to hit.
Strength of the Spirit
Once level 11 is reached, your connection to The Spirit grows stronger than ever, allowing you to spend 7 ki points to cast the telekinesis spell. It still requires concentration and an action to cast.
Master of the Sword
Once 17th level is reached, you truly become a master of the Spirit Sword. You gain an additional +1 to attack and damage rolls made with it. In addition, rather than any other costs, you may pay 10 ki points when attempting to use your deflect missile ability to completely nullify it and immediately attempt to reflect it at another target.
Master of The Spirit
Upon reaching 17th level, you achieve true mastery over The Spirit, becoming one of its most trusted followers. This new understanding has given you insight into the pull of the multiverse and allows you to exert that pull on others. As a bonus action, you may attempt to pull an object or creature within 60 feet of you towards you. To do this, you must spend 1 ki point for each 5 feet you're attempting to pull the target. If the target is an object, this effect goes off immediately. If the target is a creature it must make a Strength saving throw against your save DC. On a success, the target is unmoved. On a failure, the target is dragged towards you in a straight line. A target may choose to fail this save. Opportunity attacks may be taken against the target if it would leave melee range with other creatures.
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