A new monastic tradition option for the monk class is featured here, the Ghost Fist Way. These monks study the nature of both the living and the dead, learning to manipulate the vital energies of their bodies.

GHOST FIST WAY (Monastic Tradition)

“Through this fist art, peace and solemnity.”

Monks of the Ghost Fist Way have adapted ancient unarmed fighting techniques to combat the undead. They learn to focus their ki energy into a force that is destructive to restless dead of the Noble Empire.

Ghost Infusion

Starting when you choose this tradition at 3rd level, you learn to infuse your entire body with ghost energy by drawing upon your spiritual energies. When you spend ki points for any purpose, your unarmed strikes each inflict 1 more point of damage and their damage type changes. Instead of bludgeoning damage, choose necrotic or radiant damage for each of your unarmed strikes. Ghost Infusion persists until the beginning of your next turn.

Ghost Body

At 6th level, your altered form becomes more resistant to lethal damage. When you are reduced to 0 hit points but not killed outright, you can spend 1 ki point to drop to 1 hit point instead. Once invoked, you can’t use this feature again until you finish a short rest.

Ghost Face

Beginning at 11th level, you can enter a special meditative state that confuses the undead. You take on a deathly pallor and your bodily functions slow to unrecognizable levels. While in this state, you are completely ignored by mindless undead (Intelligence 6 or less) unless you attack them or interfere with something they are set to guarding. More Intelligent undead can attempt a contested Wisdom (Insight) check against your Charisma (Deception) check to determine that you are not undead. The check can be performed upon initial meeting, and again each time you do something sufficiently suspicious.

To enter this meditative state, you must prepare yourself for a long period. You can enter Ghost body at the end of a long rest, and can leave it by concentrating for 1 minute. While in this state, you cannot spend hit dice to recover hit points but you have advantage when rolling death saving throws.

Ghost Fist

At 17th level, you gain the ability to focus spiritual energy into incredibly destructive attacks. Each time you hit with an unarmed strike, you can spend 1 ki point to disrupt the harmonious state on your target’s body. The affected creature suffers 2d10 additional necrotic or radiant damage and cannot regain hit points until the start of your next turn. An undead creature is destroyed if this attack reduces it to 25 or few hit points. If an undead creature survives your Ghost Fist, it has disadvantage on attack rolls until the end of your next turn.


The Dead Wars Randy Randy