Base Class: Monk
Those who follow the way of the spectral fist have a spectre that they created, moulded and formed. They use this spectre as a weapon, working with it to achieve their goals.
Spectral Ally
Starting when you choose this tradition at 3rd level, you have a spectre (who's appearance is can be chosen at your discretion) that can be used in combat to assist you. When you get this feature, you can choose what type of damage it deals from:
- Radiant
- Necrotic
- Bludgeoning
This decision cannot be changed later on/at will.
the spectre can do anything you can do as a bonus action, and the following at a range of 30 ft:
- Attack an enemy with an unarmed strike, dealing equal damage to yours in your previously chosen damage type.
- Attempt to block an incoming attack against you or an ally. When you do this as a reaction, the attacking enemies attack can be blocked if your own dex (acrobatics) roll beats their attack roll, stopping the attack against you or your ally. This costs 1 ki point.
Additionally, your spectres attacks are magical for the sake of overcoming immunities, and has a copy of any weapon you are proficient with and have a physical version of.
Your spectre can be a simple projection of yourself, or a separate entity with it's own personality.
Bludgeoning
Your spectre deals bludgeoning damage.
Necrotic
Your spectre deals necrotic damage.
Radiant
Your spectre deals radiant damage.
Spectral reanimation
At 6th level, you gain the ability to cast the spells 'revivify' and 'animate dead' as rituals.
Additionally, your spectre can preform actions in a 10 feet radius around the zombies you create using reanimate dead.
Casting either of these spells costs 2 ki.
Possession
Your spectre can take control of any humanoid corpse, or special shells that you can construct.
When it takes control of a humanoid corpse, it's stats become equal to what is being controlled, and it's health is equal to half of the corpse's maximum health. It can be controlled as it's own character with it's own turns. It can do this for an hour.
The shells that you construct vary in ability. Work with your Dm to determine what it can do. It must be within the bounds of a character equal to your level of any class/classes. For example, if you are level 11, you could create a suit of armour that (when possessed) has the stats and abilities of a level 11 fighter/eldritch knight. If you are level 20, you could create a doll with magical artefacts within it. This could be a level 14 shadow magic sorcerer, and level 6 assassin/rogue. As long as it could be made within your level, you can create a shell that can do it. Creating a shell takes 30 hours of work.
Your spectre can maintain control of the shell/body even if it goes more that 30 feet away from you, and can be controlled as it's own character with it's own turns.
Your spectre can stop possessing it's shell/corpse at any time. Obviously, your spectre cannot do anything else while it is possessing the corpse/shell.
Double up
You can have two of your spectres out at the same time. In order to have two spectres out, you must consume 2 extra ki points per turn. If your spectre is possessing something, only one spectre can be summoned, since the original is controlling a corpse or shell.







Comments