Base Class: Monk
Your body has, willingly or not, become a vessel of rebirth for a soul from a different plane of existence. Believed to be one of the highest honors a monk can bear, evidence of someone becoming a soul vessel is regarded as a miracle, regardless of the souls alignment. For a soul to be reborn, their vessel must grow considerably in strength, or the soul will fail in its rebirth.
The nature of your abilities depend on the alignment of the soul that is inhabiting your body. Work with your DM to determine what alignment, and the origin of the soul that your character is a vessel for.
|
Monk Level |
Feature |
|
3rd |
Blessed Vessel, Minor Manifestation |
|
6th |
Guiding Sentiment, Minor Manifestation (multiple targets) |
|
11th |
Soul Link |
|
17th |
Parting Gift |
Blessed Vessel
As the vessel for a powerful soul, it grants you its blessing in hopes of one day returning to its own plane of existence.
Good Aligned.
As a replacement for any of your attacks, you can touch a creature and shield it from minor harm, that creature gains 1d4 temporary hit points. You can use this feature a number of times equal to half your Monk level (rounded up), and you regain all expended uses of it when you finish a long rest.
This die changes according to your martial arts die.
Neutral Aligned.
When you take damage, you can use your reaction to roll a d4, reduce the damage taken equal to the amount rolled. You can use this feature a number of times equal to half your Monk level (rounded up), and you regain all expended uses of it when you finish a long rest.
This die changes according to your martial arts die.
Evil Aligned.
You roll an additional d4 and add it to your attack roll total on the first attack you make after activating flurry of blows. This die changes according to your martial arts die.
Minor Manifestation
You are able to manifest a glimpse of the soul that you are a vessel for, the manifestation’s effect depends on its alignment.
Good Aligned.
As a bonus action, you can manifest the soul you are a vessel for around a friendly creature that you can see within 30 feet. That creature regains hit points equal to 1d4 plus your Wisdom modifier. This die changes according to your martial arts die.
Once you have used this feature, you cannot do so again until you have finished a long rest or spend 1 ki point.
Upon reaching 6th level, you can manifest the soul around several targets at the same time by spending 1 ki point for each target beyond the first.
Neutral Aligned.
As a bonus action, you can manifest the soul you are a vessel for around a friendly creature that you can see within 20 feet. Until the start of your next turn, that creature is surrounded by lights that flash when the creature is attacked. For the duration, it is as if that creature took the dodge action.
Once you have used this feature, you cannot do so again until you have finished a long rest or spend 1 ki point.
Upon reaching 6th level, you can manifest the soul around several targets at the same time by spending 1 ki point for each target beyond the first.
Evil Aligned.
When you miss a melee attack against a creature, you can manifest the soul you are a vessel for and have it hit your target in your stead, dealing 1d4 force damage to that creature. This die changes according to your martial arts die.
Once you have used this feature, you cannot do so again until you have finished a long rest unless you spend 1 ki point.
Upon reaching 6th level, you can have the soul hit several targets within 5 feet of you by spending 1 ki point for each target beyond the first.
Guiding Sentiment
The soul which you are a vessel for has grown strong enough to guide you to the best of its abilities by sharing its surface level thoughts and emotions.
Good Aligned.
Happy Thoughts. Restoring another creature’s lost hit points grants you the effect of the guidance spell for 1 minute.
Guided Resuscitation. When you attempt to stabilize a creature, you can spend 1 ki point to have advantage on the skill check, roll 1d4, the creature regains hit points equal to the number rolled plus your Wisdom Modifier instead of remaining unconscious on a success. This die changes according to your martial arts die.
Neutral Aligned.
Instinctively Aware. Your passive perception increases by an amount equal to your proficiency bonus.
Acute Senses. Being attacked by the same creature more than once per round makes their attacks easier to read. When a creature targets you with an attack after having already attacked you this round, you can gain a bonus to your AC equal to your proficiency bonus.
Evil Aligned.
When you make a melee attack against a creature, you can spend 2 ki points to have advantage on the attack roll. If you already have advantage on the attack roll, you can replace the attack and cast inflict wounds as a 2nd-level spell on the same target, using your Wisdom score as spellcasting modifier.
Soul Link
The bond between you and the soul you are a vessel for has grown strong enough that you are able to manifest it to a larger extent than before.
Good Aligned.
As an action, you can manifest the soul you are a vessel for around a willing creature within 30 feet as a guiding spirit for up to one minute, or until you lose concentration as if concentrating on a spell.
While the soul is guiding a creature, that creature is under the effect of the Heroism spell. Additionally, that creature has a bonus to saving throws and attack rolls equal to your Wisdom modifier.
As a bonus action on subsequent turns, you can move the soul to a different willing creature within 30 feet of you.
Once you have used this feature, you can’t do so again until you have finished a long rest or spend 4 ki points.
Neutral Aligned.
As an action, you can have the soul you are a vessel for flash a light of confusion in a 15 foot radius around you, each creature of your choice must make a Charisma saving throw.
On a failed save, a creature becomes charmed by all creatures that it can see within 30 feet, except you, until the start of your next turn. On a successful save, the creature has disadvantage on its next attack rolls against creatures other than you.
If a friendly creature attacks or casts a harmful spell on a charmed creature, that creature stops being charmed by the friendly creature about to cause them harm.
Once you have used this feature, you can’t do so again until you have finished a long rest or spend 3 ki points.
Evil Aligned.
Upon reaching 0 ki points, the soul inside you feels an innate need to fight for its life. If you allow it (no action required by you), the soul manifests as often as it is able for the next minute or until you are knocked unconscious, whichever comes first.
If you miss with a melee attack, you always gain the effect of Minor Manifestation on the target that you missed.
Additionally, you gain a special reaction that you can use once per round whenever a creature that you can see within 60 feet damages you. You can use this special reaction only to cast Hellish Rebuke as a 3rd-level spell on the creature that damaged you, using your Wisdom score for the spell save DC, requiring no somatic components.
You can use this special reaction during the same round you take your normal reaction.
You can use this special reaction up to three times during the souls manifestation.
Parting Gift
Having finished its cycle of rebirth, the soul that you are a vessel for leaves your body for the plane from which it once came. As part of the final process, the soul leaves a permanent soul bond between itself and your soul, allowing you to retain and enhance the powers it bestowed upon you.
Good Aligned.
Your Blessed Vessel feature can be used any number of times.
The cost of targeting additional creatures with Minor Manifestation only applies if you target more than two creatures.
Guided Resuscitation no longer requires you to spend 1 ki point.
Soul Link can be used twice before requiring a long rest or ki points to activate again.
Neutral Aligned.
Your Blessed Vessel feature can be used any number of times.
The cost of targeting additional creatures with Minor Manifestation only applies if you target more than two creatures.
If an attack misses you after gaining the AC bonus from Guiding Sentiment, you can use your reaction to flash a light in that creature’s eye(s), forcing them to succeed on a Constitution saving throw or become blinded until the end of their next turn.
A friendly creature cannot break the charm of your Soul Link feature when they attack or cast harmful spells towards a charmed creature.
Evil Aligned.
Your Blessed Vessel feature is added to both attacks made with Flurry of Blows.
The cost of targeting additional creatures with Minor Manifestation only applies if you target more than three creatures.
If you have advantage on the attack roll, Guiding Sentiment doesn’t cost any ki points.
While the Soul Link feature is active, and you score a critical hit with a melee attack, you can roll an additional d10, add the number rolled as force damage to the damage total.
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