Monk
Base Class: Monk

Monks of the Way of the Ethereal study ghosts and the ethereal plane, learning to become incorporeal themselves.

Ethereal Presence

When you choose this tradition at 3rd level, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. While this ability is in effect, you are considered lightly obscured, but must make wisdom saving throws (DC 15) while interacting with physical objects that you were not wearing or carrying when you activated the ability. On a failed saving throw, you pass through the object, and cannot interact with the object for one minute. You can end this effect as a bonus action. Sanctuary’s saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. Once you cast the spell in this way, you can’t do so again for 1 minute.

Ethereal Strikes

Starting at 3rd level, you can strike through an enemy’s armor. When you make an unarmed strike or attack with a monk weapon, you can spend 1 ki point to ignore the target’s AC for that attack, instead treating them as if they have a Monk’s Unarmored Defense.

Otherworldly Stride

Starting at 6th level, when you have Ethereal Presence active, you can move over dangerous surfaces (such as lava or spike traps) without being hurt or move straight up as if it’s difficult terrain. Additionally, you can spend 3 ki to move through a wall or solid surface as if it’s difficult terrain. If doing so would cause you to end your turn inside a solid surface, you teleport back to where you started, take 1d10 Force damage, and lose your Ethereal Presence.

Ghost-Touched

Starting at 11th level, your Ethereal Strikes gain reach, and the damage becomes Necrotic. When you hit with one, you may spend 1 additional ki to gain HP equal to ½ the damage you dealt. Additionally, you can spend 3 ki to cast Invisibility or 5 ki to cast Greater Invisibility.

Possession

Starting at 17th level, while using Ethereal Presence, you can spend 5 ki points to attempt to possess a living humanoid within 5 feet of you. You make a contested Wisdom saving throw. If you succeed, the target is incapacitated and you now control their body, gaining their physical stats as long as you possess them, but not impeding their perception. You can make the creature do anything you choose, short of an activity that would result in certain death. Should you attempt to commit a suicidal act, the creature is allowed to make another contested Wisdom saving throw. The possessed creature may also make additional contested Wisdom saving throws each time a number of minutes equal to your Wisdom modifier have passed. This effect ends if the target succeeds on its saving throw, drops to 0 HP, or you end it as a bonus action.

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