Base Class: Monk
A monk following the Way of the Planar Soul hones their ki to reverberate across the planes of existence. This monastic tradition teaches its novices to exist not only on the material plane, but on its reflections as well: The Ethereal Plane, the Feywild, and the Shadowfell. Using ki to channel the distinct planar energies of these reflections gives a monk a wide arsenal of martial abilities and even a limited form of spellcasting.
Grandmasters of this tradition learn the secrets of the Outer Planes, and find that they can traverse them almost at will, opening their horizons to an entire universe of exploration.
Ethereal Reach
For 10 minutes, these ethereal arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die.
While the ethereal arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the ethereal arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Unworldly Sight
As a bonus action, or as part of the bonus action you take to activate Ethereal Reach, you can spend 1 ki point to gain the effects of Unworldly Sight for 10 minutes. It vanishes early if you are incapacitated or die. During this time, you gain the following benefits:
Ether's Truth: You are able to see in nonmagical darkness out to 120 feet, magical darkness out to 60 feet, and into the Ether out to 30 feet. You also gain Advantage on Wisdom (Insight) checks.
Feywild's Charm: Seeing the forces that drive the ego of others, you know what they want and gain Advantage on Charisma (Persuasion) checks.
Shadowfell's Secrets: You can see the dark, twisted reflection of people's nightmares, and gain Advantage on Charisma (Intimidation) checks.
Beyond the Vessel
Deflect Energy: When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Unleash the Void: Once on each of your turns when you hit a target using Ethereal Reach, you can deal extra damage to the target equal to your Martial Arts die.
Planeswalker: Your understanding of planar energy enables you to channel your ki to cast the following spells, using 2 ki points per level of the spell: Blink (6 ki points), Banishment (8 ki points), Dimension Door (8 ki points), Planar Binding (10 ki points), Forbiddance (12 ki points), True Seeing (12 ki points), Etherealness (14 ki points), Plane Shift (14 ki points), Teleport (14 ki points), Demiplane (16 ki points), Astral Projection (18 ki points), Gate (18 ki points).
All of the spells listed above use Wisdom as their spellcasting ability when you use ki to cast them. Your spell save DC is 8 + Wisdom modifier + proficiency bonus when you use ki to cast these spells. A monk weapon serves as a spellcasting focus for casting spells with ki. You must provide all necessary components for the spell when you cast it. Spells with a range of "Self" can only ever target you, regardless if the spell is cast at a higher level than its base. These spells can be cast even if you have not activated Ethereal Reach or Unworldly Sight.
Part the Veil
Madness of the Void: Channeling the energy of the Far Realm is an extremely dangerous feat that has lead others within your monastic tradition to madness, or worse. The first time you Part the Veil, you must succeed on a Wisdom saving throw against your own spell save DC, or this ability fails and you suffer 10d10 psychic damage and one short term madness effect. You must repeat this saving throw each time you attempt to activate this ability until you succeed. The second time you fail this saving throw, you suffer 10d10 psychic damage and gain one long term madness effect. Additionally, when another creature sees you activate this ability for the first time, they must also make a Wisdom saving throw against your spell save DC. On a failed save, they become Frightened of you and take 1d10 psychic damage at the start of their turn, and can repeat the save at the end of each of their turns to end the effect.
Transcendence: Your physical body disappears, leaving only a spectral form that you may choose the appearance of. You gain immunity to nonmagical bludgeoning, piercing, and slashing damage. You gain a +2 bonus to Armor Class.
Planar Barrage: When you take the attack action, you may make three attacks if all three are made using Ethereal Reach.
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