Base Class: Monk
The way of the bound spirit is a lifelong journey building on the connection between a spirit weapon and its user. Such weapons are few and far between and originally stem from one of the many planes where spirits reside. Once acquired, a spirit weapon bonds with its wielder for the duration of their life and allows them to draw on the power possessed by the spirit weapon. In some cases the bond between the two become so strong that they essentially become one creature, sharing thoughts and knowledge across their existence.
Path of the Bound
When you choose this tradition at 3rd level, you have gained access to or possess a unique spirit weapon. This path delves into the bond you and this weapon share. You gain the following benefits.
Spirit Weapon. Choose a particular weapon and name it, this weapon is a monk weapon for you and you gain proficiency with it if you do not already have it. You have obtained this weapon through trials and challenging endeavours or through chance. It is possessed by one or more spirits that hereafter share a lifelong bond with you. Through meditation you can converse with your weapon's spirits and they may reach out to you from time to time. The spirit weapon is considered magical, though the weapon damage it causes is not and regardless of the weapons type or origin, it uses your martial arts die for damage. At higher levels, the spirit weapon will evolve as your bond deepens, providing the weapon with additional abilities and flavourful effects. Work with your DM to determine the spirit weapon's potential effects. At level 6 the weapon's damage becomes magical and it gains one at will feature- ranging from a cantrip to a 1st level spell in power (avoid movement/damaging/impeding and combat oriented effects). Discuss with your DM and other players what would suit your play-style and character's development. Remember that these features only are accessible while the spirit weapon's owner wields it. When a spirit weapon wielder dies, they themselves become entirely absorbed into their weapon. Therefore, the body of a spirit weapon wielder does not decay normally and the wielder regains any lost limbs upon revival. For the purposes of resurrection, access to the spirit weapon is needed and time limits for reviving spells are doubled.
Call Weapon. You can summon your spirit weapon by performing a one hour long ritual. Once the ritual is complete, the weapon appears before you. The weapon is always summoned as long as the ritual is uninterrupted, regardless of the planar or worldly location of you and the weapon.
Spirit Synchresis
At 3rd level, while wielding your spirit weapon, you can channel your ki through it to gain the following benefits.
Spirit Phase. You can spend up to 3 ki points to teleport to a space that you can see close by. Choose a location within 10ft per ki point spent (maximum 30ft) and use a bonus action to teleport to this location.
Spirit Sweep. You can spend 3 ki points to perform an attack against several foes at once. As an Action you can choose up to a number of creatures within 30ft. equal to your Proficiency Bonus and enforce a Wisdom Saving Throw against your Ki DC. On a failed save a target takes damage equal to your spirit weapon's dice though you can replace the Ability modifier used for your Wisdom modifier if you want. During the attacks you phase out of existence. Regardless of targets' checks, once all attacks have been completed you may either appear at your current location or behind any one of the targets of your spirit sweep. A creature can only be targeted once by the attacks during a spirit sweep. Spirit Sweep hits are considered as individual attacks and as 'taking the attack action' for the purpose of other effects (such as flurry of blows and stunning strike).
Awaken Spirit
Plead the spirit that resides in your weapon to awaken and lend you more of its power. Use a Bonus Action and speak the name of your spirit weapon followed by a phrase that triggers the awakening. The awakening lasts for a number of rounds in combat equal to your Proficiency Bonus plus your Wisdom modifier.
Work with your DM to decide the exact phrasing of the awakening (Some phrases might be simple: "Awake Merdrim" or "Lend me your power Merdrim". They might also be more complicated such as "By the fire that resides in our bond, stand with me Merdrim". Only you may benefit from your awakened spirit weapon and the awakening is reverted if someone else wields the awakened weapon.
Henceforth, all attacks with your spirit weapon are considered magical for overcoming resistances.
Once awakened, your spirit weapon shimmers and is coated in ethereal strands of magic. For the duration you gain the following benefits:
- Spirit Shroud. Immediately when your spirit weapon awakens, you can choose a number of creatures other than you within 60 ft. equal to your Wisdom modifier. If any of the chosen creatures are hit by an attack but before rolling damage, you can use your reaction to grant the victim either +2AC until the end of their next turn (potentially thwarting the attack) or advantage on one saving throw caused by the attack. You can expend your reaction to grant yourself advantage on any saving throw caused by an attack.
- You gain +1 AC.
- Add your Proficiency Bonus to Damage rolls with your spirit weapon.
You can awaken your spirit weapon twice. You gain one additional use of this ability at level 12, and level 16 (all of which needs to be levels in the Monk class). After an uninterrupted long rest you regain all uses of this ability.
Walk with the Spirits
Spirit Walk. As an action you can detach yourself from your body with your spirit weapon's aid. You become ethereal and your body becomes incapacitated, clenching your spirit weapon firmly. Should someone rip the weapon from your body's grasp, you return to your body. While ethereal you are considered to be on the ethereal plane and can see but not act upon the surrounding world. You can however still fight, using an ethereal version of your spirit weapon, and commune with other creatures and spirits in this plane, as well as spectres and similar creatures as normal. Both you and your body have resistance to all damage while you are ethereal. You can remain in this form for 10 times your Wisdom modifier number of minutes or until you end it as a free action and return to your body. You can expend a use of Awaken Sprit to teleport your body to the corresponding place (on its plane) of your current location. You can use Spirit Walk once per long rest. Being forced back does not incur any damage or trauma to you.
Commune. As a free action, you can review the knowledge of your spirit weapon. Expend up to 5 ki points to give yourself a bonus to your next History, Religion, or Arcana skill check equal to the ki points spent. Further, for a number of minutes equal to the ki points spent plus your Wisdom modifier you can commune with spirits, ghosts and similar ethereal creatures. Such creatures become friendly or neutral towards you for the duration, provided you do not attack them in any way. You commune through telepathy and do not require opposing parties to know a language you speak (or any at all, provided the spirit possess sentience of some kind). If you are performing a Spirit Walk, the effects of commune last for the duration of the walk (though the skill check bonus is still limited to the next relevant check).
Spirit Fusion
You call upon your spirit weapon to aid you. It manifests as slightly shimmering markings on your body, as a mask on your face, or as a ghostly armor for the duration.
As a Bonus Action, you can expend up to 5 ki points to manifest your weapon's spirit. You gain a bonus to your Attack and Damage Rolls with your spirit weapon and current and upcoming initiative rolls equal to the ki points spent. You also gain +1 AC and 10ft. extra movement speed for the duration. The range of Spirit Sweep attacks is doubled for the duration (60ft. range). Sprit Fusion lasts for a number of rounds equal to your Proficiency Bonus or until you end it as a free action. You can awaken your spirit weapon as part of this bonus action if you want. However, if you do not have any uses left of Awaken Spirit to expend you will suffer one level of exhaustion when Spirit Fusion ends. However, if both abilities are activated, the duration is equal to that of Awaken Spirit instead.
You can use this feature twice and regain all uses after a long rest.
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