A monk who follows the Way of the Spirit Caller comes to this tradition with an open mind, body, and spirit. By using incense, meditation, bells, salt and herbs, flowers, cards, or other means, spirits may be contacted by these monks. The tools monks of the Way of the Spirit Caller usually have a connection to the dead from their past, as well.
Novices start their journey by learning to listen to the quiet voices from the grave and call on spirits to lend aid. As they carry on through their practice, followers of this Tradition impact spirits as they are impacted by spirits, changing them more and more in to something between life and death.
Whispers From Beyond
Starting when you choose this Tradition at 3rd level, you begin to hear the wisdom from the dead. A number of times per long rest equal to your proficiency bonus, you may choose to add a roll of your Martial Arts die to an ability check either before or after your roll but before the DM reveals if the roll succeeds or fails.
Spiritual Conduit
Also at 3rd level, you may reach out directly to a spirit for aid. A number of times per long rest equal to your proficiency bonus, you may, as a bonus action, enter a Spirit Call state which ends after a minute or if activated again. During your Spirit Call, you may have advantage on an ability check, attack roll, or saving throw once prior to making the roll. Additionally, roll a d4 to determine which spirit guides you from the Spirit Guide Table. You may use the effect described on the table once before your Spirit Call ends.
| d4 | Spirit Guide Table |
|---|---|
| 1 | Wise Wraith: Use your reaction to have an ally you can see reroll any attack roll, saving throw, or ability check. |
| 2 | Disruptive Banshee: Use your bonus action to impose disadvantage on the next attack roll, saving throw, or ability check by a creature you can see. |
| 3 | Vengeful Vision: As a reaction to taking damage from an attacker you can see, that attacker is vulnerable to all damage until the end of your next turn. |
| 4 | Ominous Oni: Roll a d20, record the number; you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the recorded roll prior to rolling. |
Spirit Speaker
Starting at 6th level, you grow closer to those that have passed, gaining guidance and wisdom from the spirits. You may cast the spells borrowed knowledge and speak with dead twice each per long rest. Additionally, when in your Spirit Call, you may reroll any one ability check, attack roll, or saving throw after rolling.
Haunted Body
Also at 6th level, your body starts to take on some of the aspects of a spirit. When you use the following abilities they have added effects:
Flurry of Blows Once per turn, you may expend a use of your Whispers From Beyond to add an amount of necrotic or radiant damage (your choice) equal to your monk level.
Patient Defense You gain advantage on the first ability check or saving throw you make before the end of your next turn.
Step of the Wind For the first 15 feet of movement, you are under the effect of the etherealness spell.
Call of the Grave
At 11th level, the spirits you're surrounded by become protective over you and those around you. Whispers From Beyond replenishes after any rest and may be rolled to improve your saving throws you make as well as ability checks.
Additionally, once per long rest, you may use your action to touch a creature that has died within the last minute. That creature returns to life with 1 hit point but is incapacitated for the next minute. This feature can't return to life a creature that has died of old age or restore any missing body parts.
Honored Among Spirits
At 17th level, you are seen as a guardian to spirits and you are familiar with their ways, you gain the following benefits:
Lifeforce: When you make a roll with your Whispers From Beyond, you may heal a creature within 30 feet of you that you can see by an amount equal to the roll of your Martial Arts die.
Bonded Spirit: Twice per long rest, you may choose which Spirit Guide you call on instead of rolling on the Spirit Guide Table.
Returned & Ready: A creature returned to life by your Call of the Grave feature is not incapacitated for a minute.
... Not Yet: If you pass beyond this mortal veil and die, you can immediately come back to life at 1 hit point. Once you use this ability, you cannot use it again until 1d6+1 days has passed.
