Way of the Walking Soul (5e Subclass)
Way of the Walking Soul[edit]
Walking soul monks are martial adepts who can move to the ethereal planes, to possess other entities and travel trough the world by using quick accesses in the material plane. These walkers are able to split their existence between the material and the ethereal plane, and use this ability to take control over other creatures of the material plane, sometimes being mistaken by undead creatures, such as ghosts.
The masters of this tradition can hop between the material and the ethereal plane with great agility, as a way to move between spaces and planes. They are hard targets in combat, being able to literally jump to another plane in the moment of a strike.
- Ethereal Sight
Starting when you choose this tradition at 3rd level, you can see into the ethereal plane, up to a range of 10 feet. This range increases as you gain levels, applying an additional distance equal to your bonus movement from your unarmored movement feature.
- Soul Jump
Starting at 3rd level, you can jump to a space between planes, becoming partially ethereal, allowing you to move trough spaces occupied by solid creatures. As an action, you can move trough a solid object or creature, for up to 5 feet per proficiency bonus point you have. This movement can be done on any direction, but you must end your movement in contact to the ground, or else you fall.
If you end your movement on a solid structure or object space, you take 1d10 damage and is pushed 5 feet to a direction close to the nearest unoccupied space. If you end your movement in the same space of a corporeal creature, both you and the creature take 1d10 force damage and you are pushed to a unoccupied space within 5 feet of it.
Whenever you use your Step of the Wind, you can use soul jump as part of the same bonus action.
- Possession
Also at 3rd level, when you use your soul jump to enter the space of a humanoid creature of small or medium size, you can try to take over that creature's body, controlling it. As an action, you can force a creature to make a Charisma saving throw.
On a failed save, you take control over that creature's body until the start of your next turn. On a failed save, you are automatically expelled from that creature's body, on a unoccupied space within 5 feet.
While controlling the creature, you can act on its turn, taking any of that creature's actions or any of your's, using your proficiency but the creature's ability scores. The creature can try to resist the action, by making a Strength saving throw against the possession DC. On a success, you have disadvantage on the action you tried to take.
When you start your turn inside a possessed creature, you can choose to leave its body, moving to a unoccupied space within 5 feet of it (doesn't require an action). You can also try to maintain your control over that creature, forcing it to make another saving throw to against your possession save DC.
If the creature take damage while you are possessing her, you take half that damage in psychic damage. If the creature take either psychic or radiant damage, you take the same damage.
The possession last until you leave the creature, the creature is reduced to 0 hit points, or you are forced out by an effect like dispel evil and good or similar features. When a creature succeed on the saving throw to resist the possession, or after you leave its body, you can't possess that creature for the next 24 hours.
- Body Hop
Starting at 6th level, you can jump from body to body of creatures. As a bonus action on your turn while you are possessing a creature, you can leave its body and try to possess another creature within 60 feet of you.
- Flesh Puppet
At 6th level, you can use your possession to take control over empty vessels, corpses. You can use your possession on a corpse, that automatically fails the saving throw. The corpse have the statistics of a zombie, and 1 hit point.
- Soul Touch
At 11th level, you can strike creatures trough their flesh, hitting them directly into their souls by briefly causing your hands to become ethereal. You can cause your flurry of blows attacks to deal necrotic damage, instead of bludgeoning. If you do so, you treat the target's AC as 10 against this attack, regardless of the target’s actual AC.
- Phantasmagorical Defense
At 17th level, you can briefly phase to the ethereal plane to avoid being hit by an effect. Whenever you take damage, you can use your reaction to become ethereal until the end of that turn, potentially avoiding the damage you would take.
You can also, as part of the same reaction, spend 1 ki point to use your Soul Jump feature.
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