Base Class: Monk
Some families are broken by war, plague, or foul deeds. Some are never fully realized, with orphan creating orphan and parents abandoning their children at birth. Some families, however, span for generations - dynasties older than kingdoms, watched over by mighty ancestral spirits. You come from one of these great families. While growing up, you learned to call upon these ancient spirits guarding your family, harnessing their energy to further your martial pursuits. Over time, you have gained knowledge about each of these spirits, and can now attune your physical body to your family's guardians.
Bonus Proficiencies
3rd-level Way of the Ancestral Spirits feature
You gain proficiency in the History skill, and you learn to speak Celestial.
Knowledge is Power
3rd-level Way of the Ancestral Spirits feature
You imbue yourself with the might of your ancestors. As a bonus action, you may call upon the mental strength of your ancestors gain the following benefits, which last for 1 minute:
- You have advantage on all Intelligence checks.
- You add your Intelligence modifier to your damage rolls.
You may use this feature twice per long rest.
Ancestral Conduit
3rd-level Way of the Ancestral Spirits feature
You learn how to channel the spiritual guardians of your ancestors. When you gain this feature, you attain the mark of two of your family's Animal Guardians (see “Animal Guardians”).
You gain the latent powers of two of your family's animal guardians. These passive effects are semi-permanent and remain active unless you spend Ki points to release the guardian mark's latent animalistic power. Once you activate a guardian's mark, it's passive effects are gone, and you may no longer invoke the mark until you finish a long rest.
Each time you gain a level in this class, you can replace one animal spirit you are attuned to with a different one.
Animal Guardian Options:
Here are your animal options for the Ancestral Conduit feature. They are all magical effects. If a spiritual ability requires a saving throw, your save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Mark of the Dragon
This mark bears the resemblance of an ancient dragon spirit. While attuned to this spirit, you have resistance to Fire damage.
In addition, you can invoke the latent powers of the Dragon. As an action, you may spend 2 Ki points to cast the Chromatic Orb spell. You may spend 2 additional Ki points to cast this spell at a higher spell level, but that spell level may never exceed half your Monk level, rounded down.
Mark of the Eagle
This mark bears the resemblance of an ancient eagle spirit. When attuned to this spirit, you have advantage on Wisdom (Perception) checks that rely on sight.
In addition, you may invoke the latent powers of the Eagle. You may spend 1 Ki point to gain the ability to Fly for 1 minute. Your flying speed equals double your walking speed. You may spend up to 3 Ki points to increase the time you are able to fly for an equivalent amount of minutes.
Mark of the Monkey
This mark bears the resemblance of an ancient monkey spirit. While attuned to this spirit, you gain advantage on Charisma (Performance) checks, and your climb speed is the same as your regular movement speed.
In addition, when you use your Flurry of Blows, you may spend 1 additional Ki point to invoke the latent power of the Monkey and make an additional attack using a different appendage (feet, tail, etc.) This attack uses your Martial Arts die to determine damage.
Mark of the Ox
This mark bears the resemblance of an ancient ox spirit. While attuned to this spirit, you have advantage on Strength (Athletics) checks.
In addition, you may invoke the latent powers of the Ox. When you do this, you may spend 1 Ki point to gain 10 temporary hit points.
Mark of the Tiger
This mark bears the resemblance of an ancient tiger spirit. While you attuned to this spirit, you have advantage on Wisdom (Insight) checks, and you may use your Dexterity Score to determine your Jump distance.
In addition, you may invoke the latent powers of the Tiger. As an action, you may spend 2 Ki points to unleash a primal roar. All creatures within 5 feet of you must make a Charisma saving throw or be Frightened for 1 turn.
Mark of the Viper
This mark bears the resemblance of an ancient serpent. While attuned to this spirit, you gain advantage on Dexterity (Stealth) checks, and enemies have disadvantage on ability checks made to track you.
In addition, when a creature misses you with an attack, you can spend 1 Ki point to invoke the latent power of the Viper to make an unarmed attack as a reaction. If the attack hits, the creature must make a Constitution saving throw or be poisoned for 1 minute.
Spiritual Guidance
6th-level Way of the Ancestral Spirits feature
You gain the ability to call upon the spirit realm for guidance. You gain the ability to cast the Augury and Speak with the Dead spells.
In addition, you learn to attune to one additional Animal Guardian from your Ancestral Conduit feature (for a total of three).
Sound of Mind and Body
11th-level Way of the Ancestral Spirits feature
You have learned much from your ancestors. When you gain this feature, you become proficient in Intelligence saving throws.
In addition, you learn to attune to one additional Animal Guardian from your Ancestral Conduit feature (for a total of four).
Ancestral Might
17th-level Way of the Ancestral Spirits feature
You are now a full manifestation of your ancestral spiritual guardians. When you gain this feature, you may invoke marks after you finish a short or long rest, and the passive effects of each mark remain after you invoke them.
In addition, you learn to attune to one additional Animal Guardian from your Ancestral Conduit feature (for a total of five).
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