Base Class: Monk
THE SPIRIT BREATH TRADITION
A monk of the Spirit Breath is a specialist in mobility and controlling threats. Spirit Breath monks come from a vast array of traditions, teachings, and cultures. While all are fundamentally the same, different disciplines lead to different specialties and skills. Ki for Spirit Breath monks flows from the chest; it addresses love and is blocked by grief.
Disciple of Air: Air Bending
At 3rd level a Spirit Breath monk gains the ability to manipulate the air around them. Pick 2 cantrips from the following list: Druidcraft, Gust, Message, Thunderclap, Illusory Confetti..
Also at 3rd level, a Spirit Breath monk gains 2 Spirit Breath disciplines of their choice. One additional Spirit Breath discipline can be learned at each of 6th, 9th, 11th, 14th, and 17th level. While new tiers are unlocked at these levels, you are not restricted to picking from the highest available tier.
Improved Step of the Wind
When you pick this tradition at 3rd level, the monk’s Step of the Wind and Patient Defense abilities no longer cost Ki to use; You may now dodge, disengage, or dash as a bonus action, and your jump height or distance is doubled on a turn in which you disengage.
Evasive Breath
At 6th level when you are wearing no armor, under the effects of the dodge action, and take damage from a melee attack, you may move up to 10 feet without provoking attacks of opportunity from any creature or non-creature that has dealt damage to you since your dodge began. After using this ability, you cannot use it again until the start of your next turn.
Journeyman of Air: Enhanced Unarmored Movement
At 11th level, your Monk unarmored movement feature is further increased by 5 additional feet, which adds to each Unarmored Movement increase for following levels. (total of +30 feet at 14th level, +35 at 18th)
Mastery of Air: Spirit Projection
At 17th level, you have learned how to project your spirit out of your body and move about. As an action, you can spend 7 ki points to send your spirit out of your body without going into the Spirit World. Your body stays in place, and still requires food and water while this feature is active. You do not need to rest while using Spirit Projection, but you do not gain the benefits of a short or long rest either. This feature lasts until you end it as an action.
When you activate this feature, you may choose to either release your spirit into the area immediately around your body or hone in on a specific creature or area with which you are familiar. If you choose the latter option, you must make a DC 20 Religion check to be able to project your spirit accurately. On a failure, your spirit appears in the immediate area around your body. You can attempt to teleport your spirit to another location again after 1 hour has passed. On a success, your spirit appears within 30 feet of the creature or area you had chosen and you can immediately and at any time afterward attempt to teleport your spirit to another location if you so choose by making another DC 20 Religion check with the same negative consequence to failure.
Your spirit can move in all directions and pass through solid objects, but not through anything thick or dense enough to block magic such as a thin sheet of lead or a foot of dirt. Other creatures can see and hear you. You appear as a mostly transparent, blue version of yourself to other creatures. You cannot be affected by any effects from the physical world except those that can affect ethereal beings, and you cannot affect anything in the physical world. Your spirit cannot use any of your Spirit Breath Disciplines or cast any spell or cantrip.
Spirit Breath Disciplines
There are 5 tiers of Spirit Breath Disciplines, the more advanced of which have increasing level requirements. Your spellcasting modifier is Wisdom, and at least one free hand is required to cast any spell with somatic components. Spirit Breath monks benefit from the ability to spontaneously cast any spell they have learned from their tier by spending the indicated number of ki points as long as there is air around as a material component, though any materials with a noted gold cost are still required. Any ability that allows a Spirit Breath monk to cast a spell does so at the minimum spell level for that spell, but they can increase the level of the spells they cast by spending 2 ki points per level above the base if the spell can be cast at higher levels.
Tier 1 (maximum spell level of 1)
Level 3
Painted Breeze: Gain the ability to cast Color Spray and Faerie Fire for 2 ki.
Wind Whispers: Gain the ability to cast Dissonant Whispers for 2 ki and access to the cantrip Vicious Mockery.
Rolling Fog: Gain the ability to cast Feather Fall and Fog Cloud for 2 ki.
Twinkletoes: Gain the ability to cast Longstrider and Jump for 2 ki.
Tier 2 (maximum spell level of 2)
Level 6
Monastic Rituals: Gain the ability to cast Augury and Gentle Repose for 4 ki.
Blurred Dervish: Gain the ability to cast Blur and Dust Devil for 4 ki.
Tranquility: Gain the ability to cast Calm Emotions and Silence for 4 ki.
Revoke Freedom: Gain the ability to cast Hold Person and Warding Wind for 4 ki.
Whisk Away: Gain the ability to cast Pass Without Trace and Gust of Wind for 4 ki.
Tier 3 (maximum spell level of 3)
Level 11
Reach into the Spirit Realm: Gain the ability to cast Blink and Spirit Guardians for 6 ki.
Breathtaking: Gain the ability to cast Counterspell and Hypnotic Pattern for 6 ki.
Unbound: Gain the ability to cast Magic Circle and Fly for 6 ki.
Whirlwind: Gain the ability to cast Haste and Wind Wall for 6 ki.
Unseen: Gain the ability to cast Nondetection and Gaseous Form for 6 ki.
Tier 4 (maximum spell level of 4)
Level 14
Spirituality: Gain the ability to cast Arcane Eye and Dimension Door for 9 ki.
Freedom: Gain the ability to cast Aura of Purity and Freedom of Movement for 9 ki.
Tempest: Gain the ability to cast Locate Creature and Storm Sphere for 9 ki.
Tier 5 (maximum spell level of 5)
Level 17
Control: Gain the ability to cast Cloudkill and Control Winds for 12 ki.
Grasp the Spirit: Gain the ability to cast Commune and Dream for 12 ki.
Truth: Gain the ability to cast Legend Lore and Scrying for 12 ki.
Planar Oneness: Gain the ability to cast Planar Binding and Contact other Plane for 12 ki.
Breath of Life: Gain the ability to cast Reincarnate and Circle of Power for 12 ki.
Storm-splitter: Gain the ability to cast Far Step and Steel Wind Strike for 12 ki.
Previous Versions
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