Way of the Spirit Walker

by GamingGP

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Way of the Spirit Walker

The Spirit Walkers are guardians of the spirits as a guardian you are able to draw, channel, and transform the ethereal energy into your primal fighting style to produce devastating damage, but beware the consequences to those of whom are overwhelmed by the spirits'

Monk Level Features
3 Spirit Stance, Bonus Proficiency
6 Spiritual Enhancement
11 Bridge Between
17 Awakening

Bonus Proficiency

With your connection to the spirits, gain proficiency in the nature skill if you don't already have it

Spirit Stance

At 3rd level, you have the ability to draw out the power of the spirits into your primal fighting style. You can spend 1 ki point to activate a stance last 1 minute and you can switch stances with a bonus action.

  • Claw Stance your hands become claws of the bear spirit

    Your next 2 unarmed strikes weapon attacks deal slashing damage and roll an additional martial die you also gain one use of an extra attack action during the duration

  • Mantle Stance your back and shoulders become as hard as a boar hide

    Roll your martial arts die + Wisdom modifier and gain temporary hit points for the duration roll and you can use 1 hit die to heal when you use this stance

  • Stampede Stance your head grows a fiery set of ram horns

    Choose a creature within your movement range to charge, you cannot move away from that creature and when you hit the creature takes half your martial die roll and the creature makes a constitution saving throw on a fail be stunned until the start of the creature next turn

  • Storm Stance you crystalize the water in the air around into shattered wings of a cryopheonix

    A blizzard forms around you can becomes difficult terrain and creatures that end their turn around you take damage equal one roll of your martial die cold damage

And at 17th level you can Awaken your primal stances to make them more devastating.

Spiritual Enhancement

At 6th level your comprehension of the spiritual energy is furthered and you can now draw the spirits power into your body. You can spend 2 ki points to do 1 option and last 1 minute.

  • Eagle Eyes Gain 10 feet of true sight

  • Bull Strength Roll an additional martial arts die force damage whenever attacking

  • Wildebeest Legs Gain 10 feet of movement speed

  • Turtle Defence Gain +2 to AC

Bridge Between

You can now connect some spirits to the physical world and have them aid you in battle. You can spend 2 ki points and a bonus action to summon a bestial spirit you can have a max of 4 spirit beasts. (stat block bellow) spirits can last 1 hour.

You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within 30 feet of you. Choose environment: Air, Land, or Water and the creature physically resembles an animal of your choice that is native to the chosen environment, which determines the movement modes and the creature disappears when it drops to 0 hit points or when the duration ends.

Awakening

At 17th level you're now fully aligned with the primal power behind your stances and can Awaken the power within the spiritual beast. You can spend 3 ki points and bonus action to instead from switching a stance you awaken the stance you are in for 1 minute you cannot switch stances unless you cancel your awakened state whenever. Gain in each awakened stance . . .

  • Claw Stance You resemble the bears spirit

    Claw Stance + (action) you can roar and every creature of your choice that can hear makes a Wisdom save (Ki DC) or be feared. Also gain a permanent extra attack action for the duration

  • Mantel Stance the boars spirit is visible and protects you from harm

    Mantle Stance + Roll martial die gain 3 times the amount of temporary and you can use as many hit die you want only if you have it

  • Stampede Stance the ram horns become bigger and the ram spirit guides you to you target

    Stampeded Stance + you can charge another target if you kill and you can use 2 martial die for damage and its an automatic stun

  • Storm Stance the wings melt together into full wings along your arms and your eyes glow a light blue as the spirit of the cryopheonix flies above you

    Storm Stance + the storm around becomes more ferocious and extends 10 feet and can place a blizzard storm within 60 feet of you and from the center of that blizzard 10 feet that area becomes difficult terrain and you can move the storm with a bonus action and the storms damage becomes 2 martial arts die if a creature walks into the storm and each step they take


Bestial Spirit

Small Beast, Unaligned


  • Armor Class 11
  • Hit Points 30
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 11 (0) 16 (+3) 4 (-4) 14 (+2) 5 (-3)

  • Senses darkvision 60ft, passive Perception 12
  • Languages Understands the language of its summoner speaks
  • Challenge 0 (10xp)

Actions

Multiattack. The beast makes a number of attacks equal to half the summoner Wisdom Modifier (rounded up)

Beast Type:

Flyby (Air only): The beast doesn't provoke opportunity attack when it flies out of an enemies reach

Pack Tactics (Land and Water only): The beast has advantage on an attack roll against a creature if at least one of the beast's allies is withing 5 feet of the creature and the ally isn't incapacitated

Water Breathing (Water only): The beast can breathe only underwater

General Ability Description. Maul (Melee Weapon Attack) The summoner Wisdom modifier to hit, reach 5 ft, one target. Hit: 1d8 + 4 + martial die piercing damage