Way of the Spirit Fighter (5e Subclass)
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Way of the Spirit Fighter
At the third level, a monk gains the ability to create spirits to help them in battle.
- Summon Spirit
At level 3, you learn how to summon spirits of yourself to aid you. You can spend 1 Ki point, as a bonus action, to summon a light blue spirit, the spirit lasts for 1 hour. You can summon up to 3 spirits. The spirits do not carry your weapon.
The spirit isn't accompanied by sound, smell, or other sensory effects. The spirit has health equal to 8 + your con modifier + your proficiency. The spirit also has a AC of 8 + your proficiency. The spirits walking speed doesn't halve when passing through difficult terrain.
Once on each of your turns as a bonus action, you can mentally command a spirit to move up to 15 feet and, as an action, make a spirit attack a target. You can spend 2 Ki points to make the attack on a bonus action. You can only do this when you have sight of the spirit and target.
- Spirit Technics
At level 6, you learned new technics helping you in battle.
Spirit fist: You can spend 1 Ki point to deal double damage with an unarmed strike.
Energy Pulse: You can spend 1 Ki point to send out an Energy Pulse to a target dealing 1d8 force damage.
- Elemental Spirits
At level 11, you learned how to create elemental spirits instead of energy spirits.
Fire Spirit: Your spirit becomes red and the spirit can take the furry of blows action without spending a Ki point.
Storm Spirit: Your spirit becomes blue and instead of having 15 feet of movement speed, it has 30 feet. Your spirit can also cast
Earth Spirit: Your spirit becomes green and gains the same AC as you. I can also force the target he attacks to make a dex saving throw against your Ki save DC, if the target fails it is knocked prone. (You can only force a target to make a dex save once a turn.)
At 11th level,
At 17th level,