Way of the Thin Veil
Adherents to the Way of the Thin Veil listen to the whispers and wisdom of the spirits who refuse to pass on. The monks hold the dead in high reverence, and that respect has revealed many secrets from the worlds between here and the here-after. They move like living ghosts, often acting as scouts, saboteurs, or assassins. The stories whisper that they walk with one foot in the land of the living and one foot in the land of the dead.
Touch the Veil
When you select this monastic tradition at 3rd level you begin learning the secret arts of your order and can begin to reach out and touch the veil that separates the living and the dead. You become used to its cold touch and learn to cast the Chill Touch cantrip. Additionally, you may spend 2 ki points to cast Invisibility, Pass Without Trace, See Invisibility, Speak with Dead, and Silence.
Life Draining Strikes
Starting at 6th level when you hit a creature with a monk weapon or an unarmed strike you may spend a ki point to force the target to make a Constitution saving throw, if the creature would have disadvantage on the saving throw it automatically fails and you regain 1 ki point. On a failed save the creature takes an additional 1d4 necrotic damage and has disadvantage on the next Constitution saving throw it makes until the end of your turn. You may not use this effect and Stunning Strike on the same attack.
Within the Veil
Beginning at 11th level you have learned to weave your way through the boundary between this world and the world-here-after. When you use Step of the Wind you may spend an additional ki point to partially slip into Ethereal Plane until the beginning of your next turn you are resistant to all damage that originates on the Material Plane and you can effect creatures on the Ethereal Plane. Additionally you can move through other creatures and objects as if they were difficult terrain. If you end your movement inside an object or creature you take 1d10 force damage and are shunted to the nearest unoccupied space.
Overshadow the spirit
Beginning at 17th level you learn the means by which ghosts can overshadow the spirits of living creatures and possess them. You may expend 5 ki points to cast Dominate Person.
Spooky Spells
The follower are spells from Ideben's Other Grimoire's of Legendary Magic to help spice up your spooky games.
Disquieting Murmurs
1st-level Evocation
- Classes: Bard, Druid, Incarcerer, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 15 feet
- Components: V
- Duration: Instantaneous
You whisper strange words and sounds that strike to the mind's primal root. Each creature of your choice within range must make a Wisdom saving throw. On a failed save it must either use its reaction to move away from you up to its movement or take 4d4 psychic damage.
Shadow Force
4th-level Evocation
- Classes: Sorcerer, Warlock
- Casting Time: 1 action
- Range: Self
- Components: S, M (A nugget of gold, covered in ink)
- Duration: 1 round
You step through a shadow into the ethereal plane. At the beginning of your next turn you return next to a creature within 120ft of the space you left, it must make a Charisma saving throw. On a failed save it takes 8d8 necrotic damage and is transported to the ethereal plane for 1 round, on a successful save it only takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher increase the damage dealt by 1d8 for each slot level used above 5th.