Way of the Spirit Warrior (5e Subclass)

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Way of the Spirit Warrior[edit]

Monk Subclass

Monks of the Way of the Spirit Warrior infuse their own life energy into a dynamic manifestation of their spiritual essence. Their unique energy signature is projected outwards, shaping their abilities and interactions.

Aura Attunement

At 3rd level, you align your spiritual energy to a specific aura, representing your inner essence. Choose one energy type from:

- Radiant (light and life)

- Force (raw magical energy)

- Thunder (sound and resonance)

- Fire (passion and fury)

- Lightning (speed and precision)

- Cold (calm and resolve)

- Acid (transformation and renewal)

- Psychic (mind and emotion)

- Necrotic (death and decay)

- Poison (stagnation and entropy)

- Bludgeoning (unyielding endurance)

- Slashing (sharp intellect)

- Piercing (intense focus)

Your choice influences your class features and is permanent.

Spirit Bolt

Starting at 3rd level, you can channel your spiritual energy into searing bolts representative of your attuned energy type. This special attack is a ranged spell attack with a range of 30 feet. You add your Wisdom modifier to its attack and damage rolls. Your Martial Arts die is the damage die for this attack, changing as you gain monk levels.

In addition, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. The energy type of this attack aligns with your Aura choice.

Aura Manifestation

At 6th level, you gain an ability influenced by your Aura:

Radiant: Emit bright light in a 20-foot radius and dim light for an additional 20 feet.

Force: Advantage on Strength (Athletics) checks to push, pull, lift, or break objects.

Thunder: You may cast the Thaumaturgy cantrip.

Fire: Withstand extreme heat without ill effects. Ignite a small fire source.

Lightning: Speed increases by 10 feet. Cold: Withstand extreme cold without ill effects.

Acid: Gain resistance to acid damage and move freely through difficult terrain caused by earth or stone.

Psychic: Gain advantage on Insight checks. Necrotic: Sense the presence of undead within 30 feet.

Poison: Gain resistance to poison damage and advantage on saving throws against poison.

Bludgeoning: Your unarmed strikes gain the force of the earth, dealing an extra damage die when you use them as part of the Attack action.

Slashing: Your aura sharpens your focus, allowing your attacks to ignore resistance to slashing damage.

Piercing: Gain advantage on Perception checks relying on sight.

Energy Embodiment

At 11th level, you learn to harness your aura energy in more concentrated forms. Spend 2 ki points to cast a spell that aligns with your energy type:

- Radiant: *Aura of Life* - Cast *Lesser Restoration* as a comforting glow that seeps into the body.

- Force: *Dense Aura* - Cast *Shield* as a dense burst of aura enhancing your defense.

- Thunder: *Sonic Resonance* - Cast *Silence* as you dampen sound waves in a specific area.

- Fire: *Blazing Vigor* - Cast *Enhance Ability* (Bull's Strength) as your spirit ignites with fiery strength and resilience.

- Lightning: *Lightning Leap* - Cast *Misty Step*, appearing as a bolt of lightning striking your destination.

- Cold: *Frost Armor* - Cast *Armor of Agathys*, manifesting as an icy chill armor.

- Acid: *Corrosive Cloud* - Cast *Fog Cloud* as an acidic mist.

- Psychic: *Mind Blast* - Cast *Detect Thoughts*, delving into the thoughts of creatures.

- Necrotic: *Siphon Life* - Cast *Inflict Wounds* with hands cloaked in necrotic energy.

- Poison: *Toxic Cloud* - Cast *Cloud of Daggers* replaced by a cloud of toxic fumes.

- Bludgeoning: *Earthquake Stomp* - Cast *Earth Tremor* as a ground-shaking stomp.

- Slashing: *Wind Slash* - Cast *Zephyr Strike*, with each strike appearing as a blade of wind.

- Piercing: *Piercing Insight* - Cast *See Invisibility*.

Spiritual Ascendancy

At 17th level, you have become a true master of your spirit energy, and your aura has reached its full potential. You gain a special ability based on your aura attunement:

Radiant: You emit a constant, brilliant aura that hinders attacks against you. When a creature makes an attack roll against you, it has disadvantage if you can see it. Force: Your aura solidifies into a nearly indestructible shield. When you are hit by an attack, you can use your reaction to reduce the damage by an amount equal to your monk level. Thunder: The sound of your spirit is deafening. As a bonus action, you can spend 2 ki points to let out a thunderous roar, forcing all creatures of your choice within 30 feet to make a Constitution saving throw or be stunned until the end of their next turn. Fire: Your spirit burns with unyielding fury. When you roll for initiative, you can choose to enter a burning rage. Until the rage ends, you deal extra fire damage equal to your Wisdom modifier on all attacks. Lightning: Your spirit moves with the speed of lightning. When you use the Dash action, you can also make one melee weapon attack or Spirit Bolt attack as a bonus action. Cold: Your spirit projects an aura of freezing cold. When a creature hits you with a melee attack, it takes cold damage equal to your Wisdom modifier. Acid: Your spirit is corrosive to those who oppose you. You can spend 3 ki points as an action to create an acidic aura. For the next minute, any creature that starts its turn within 10 feet of you takes acid damage equal to your Monk level. Psychic: Your mind becomes an impenetrable fortress. You have immunity to psychic damage, and whenever a creature tries to read your thoughts or control your mind, it takes psychic damage equal to your Wisdom modifier. Necrotic: You can drain the life force of others. When you hit a creature with a melee attack, you can spend 2 ki points to deal additional necrotic damage equal to your Monk level and regain hit points equal to the necrotic damage dealt. Poison: Your aura is toxic. You can spend 2 ki points as an action to release a toxic cloud in a 15-foot radius around you. Creatures of your choice in the cloud must make a Constitution saving throw or be poisoned until the end of your next turn. Bludgeoning: Your aura hardens your form to be as unyielding as the earth. Whenever you make a saving throw, you can spend 2 ki points to gain advantage on the roll. Slashing: Your aura sharpens your attacks to a razor's edge. When you hit a creature with a melee attack, you can spend 2 ki points to cause the attack to critically hit on a roll of 19-20 for the next minute. Piercing: Your aura focuses your senses to a fine point. You can spend 3 ki points to gain truesight out to a range of 60 feet for 1 minute.

These abilities reflect the ultimate manifestation of your spirit energy, revealing the true power of your Way of the Spirit Warrior.

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