```metadata title: 'Monk: Way of the Spirit Guide (JGFA)' description: '' tags: '' systems: - 5e renderer: legacy ``` ### Way of the Spirit Guide Monks of the Way of the Spirit Guide spend years training to learn the technique to summon their own guide. These guides act as a balance to these monks and help direct their path. Sometimes these guides even provide the monk with answers to questions they haven't yet asked. A monk who strengthens their bond with a spirit guide becomes a powerful force both physically and spiritually. ##### Way of the Spirit Guide Features | Monk Level | Feature | |:----:|:-------------| | 3rd | Spirit Guide, Strengthening Spirit | | 6th | Guide to the World, Spirit’s Aid | | 11th | Empowered Guide | | 17th | Bound Spirit | #### Spirit Guide *3rd-level Way of the Spirit Guide feature* ___ You learn an ancient technique to summon a spiritual guide to the world. You can spend 2 ki points as an action to summon a spirit guide. See its game statistics in the spirit guide stat block, which uses your proficiency bonus (PB) in several places. The spirit guide takes the appearance of any beast of your choice, but it is Small and appears ethereal; your choice has no effect on its game statistics. In combat, the spirit guide shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit guide can take any action of its choice, not just Dodge. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your spirit guide to use its reaction to make one attack of its own. #### Strengthening Spirit *3rd-level Way of the Spirit Guide feature* ___ Your spirit guide grows with you. As you gain levels in this class, your spirit guide gains the following benefits: * The damage dealt by the spirit guide’s spirit strike increases by 1d6 when you reach 6th level (2d6), 11th level (3d6), and 17th level (4d6). * The spirit guide gains your saving throw proficiencies. * When you reach 11th level in this class your spirit guide gains the ability to move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. ``` ``` #### Guide to the World *6th-level Way of the Spirit Guide feature* ___ Your spirit guide can now act as a guide to world around you. While you are in a dungeon, you can spend 10 minutes to have your Spirit Guide familiar scout the area around you. The DM tells you if the dungeon has one of the following characteristics of your choice and tells you if the chosen characteristic is somewhere you have or have not been: * A hidden passage. * A hidden treasure. * A hidden trap. ___ Once you use this feature, you can't do so again until you complete a long rest. #### Spirit’s Aid *6th-level Way of the Spirit Guide feature* ___ Whenever you make an ability check for a skill that you are not proficient in and your spirit guide is within 5 feet of you, you can add your proficiency bonus to the roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Empowered Guide *11th-level Way of the Spirit Guide feature* ___ Whenever you make an unarmed strike as part of a bonus action, you can have your spirit guide make an attack (no action required). In addition, when your spirit guide hits a creature with a melee attack, you can spend 2 ki points to force that creature to make a Constitution saving throw against your Ki save DC or be stunned until the end of your next turn. #### Bound Spirit *17th-level Way of the Spirit Guide feature* ___ Your bond with your spirit guide grows stronger. When you roll for initiative and your spirit guide is within 30 feet of you, you regain 2 ki points, and you and your spirit guide gain temporary hit points equal to half your monk level. You can use this ability twice, and you regain any expended uses when you finish a long rest. Additionally, your spirit guide's spirit strike attack ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance to necrotic damage. \page ___ > ## Spirit Guide >*Small undead* > ___ > - **Armor Class** your Ki save DC > - **Hit Points** 2 + your Wisdom modifier + five times your monk level (the spirit guide has a number of Hit Dice [d8s] equal to your monk level) > - **Speed** 0 ft., fly equal to your movement speed (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|10 (+0)|12 (+1)|16 (+3)|7 (-2)| >___ > - **Saving Throws** Str +0 + PB, Dex +2 + PB > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** passive Perception 11 > - **Languages** understands the languages you speak > - **Challenge** — > - **Proficiency Bonus (PB)** equals your bonus > ___ > ### Actions > ***Spirit Strike.*** *Melee Weapon Attack:* +2 plus PB to hit, reach 5ft., one target. *Hit:* 1d6 + PB necrotic damage.