Spectre
Spectre
Sheet
AC 20 · HP 203 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
26 featuresAction
- Empty BodyLevel 18
When On his turn
Spend 1 ki to become invisible, gain resistance to all damage except force damage, and move through creatures and objects as difficult terrain for 1 minute.
- Purity of BodyLevel 10
Spectre can use an action to end one effect on himself causing him to be charmed or frightened. He can also spend ki to end one poison or disease affecting him.
- Tongue of the Sun and MoonLevel 13
Spectre can understand all spoken languages and any creature can understand what he says. He can also use an action to make his speech comprehensible to any creature for one hour.
- Fluid FocusLevel 17
As an action, Spectre enters a heightened state of automatic movement. While active, Deflect Missiles requires no action, Dexterity-based attacks have advantage, melee attacks against him have disadvantage, he gains the Alert feat, has advantage on Dexterity checks and saves, doubles his movement speed, and triples his jump distance. If hit, he rolls a d20 and the attack misses if his roll equals or exceeds the attack roll total. His Attack action and Flurry of Blows each make four attacks. The state requires no ki expenditure for its features, grants him his full ki pool when entered, and drains 1 ki at the end of each round. With no ki remaining, he must succeed on a DC 19 Constitution saving throw each round or exit the state, gain four levels of exhaustion, and take 10d10 necrotic damage.
Bonus action
- Flurry of Blows
When After taking the Attack action
Make four unarmed strikes as a bonus action while Fluid Focus is active. The attacks deal 1d10 plus 5 bludgeoning damage each before other modifiers.
- Martial ArtsLevel 1
While unarmed or wielding only monk weapons and not wearing armor or using a shield, Spectre can use Dexterity instead of Strength for attacks and damage, roll a d4 for unarmed strike damage, and make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike.
- Unarmored MovementLevel 2
Spectre can use a bonus action to Dash or Disengage, and his jump distance doubles when using Step of the Wind.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Use a reaction to reduce ranged weapon damage by 1d10 plus 25. If reduced to 0, catch the missile. Spectre can spend 1 ki to throw a caught missile as part of the same reaction.
Always on
- Spectral Attack
When When taking the Attack action
Make four attacks with monk weapons or unarmed strikes when taking the Attack action. While Fluid Focus is active, Spectral Attack grants four attacks and custom subclass features apply as described.
- Unarmored DefenseLevel 1
Gain proficiency in Strength and Dexterity saving throws, and choose two monk skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
- KiLevel 2
Spectre can spend ki points to use Flurry of Blows, Patient Defense, and Step of the Wind. His ki save DC is 19. He regains all expended ki after a short or long rest.
- Ki-Empowered StrikesLevel 6
Spectre can make a monk weapon count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 9
Spectre can use his reaction to catch or redirect missiles. He can also run along vertical surfaces and across liquids during his turn without falling during the movement.
- EvasionLevel 7
When Spectre succeeds on a Dexterity saving throw against an effect that normally deals half damage, he takes no damage, and he takes half damage on a failure.
- Diamond SoulLevel 14
Spectre gains proficiency in all saving throws. When he fails a saving throw, he can spend 1 ki to reroll it and must use the new result.
- Timeless BodyLevel 15
Spectre becomes immune to disease and poison damage, and is unaffected by the effects of aging. He no longer needs food or water and does not suffer the frailty of old age.
- Perfect SelfLevel 20
Spectre gains a perfected form of martial mastery. His unarmed strikes deal 1d10 damage, he can make four attacks when taking the Attack action, and he can make four attacks with Flurry of Blows while Fluid Focus is active.
- Immortal KiLevel 3
When Spectre reaches 0 hit points or suffers an effect that would kill him instantly, he can make a Constitution saving throw with a DC of 10 plus the number of times he has been dropped. On a success, he regains hit points equal to 20 plus his Constitution modifier plus 12 hit points per ki spent, up to his available ki. On a failure, he may revive by expending all remaining ki. If he has no ki or chooses not to revive, the triggering effect resolves normally.
- Ki AmplificationLevel 6
Flurry of Blows, Patient Defense, and Step of the Wind no longer require ki. Spectre can amplify Flurry of Blows with 1 ki to gain advantage on its attacks, amplify Patient Defense with 1 ki so creatures that miss him can be attacked by him, or amplify Step of the Wind with 1 ki to double his movement speed and triple his jump distance.
- Spectral WhirlwindLevel 11
Spectre gains one additional attack when he takes the Attack action and one additional Flurry of Blows strike. He can also use his action to make one melee attack against every creature within 5 feet of him, rolling separately for each target.
- Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- TraitHumanHuman adaptability and broad potential, represented by increased ability scores in every category.
- City SecretsUrchin
Spectre knows the secret patterns of city streets, alleys, rooftops, sewers, and hidden passages. He can find routes through urban environments that others overlook and can locate food, shelter, or information among the poor and forgotten.
Gear
10 itemsWeapons
- ShortswordA finely balanced martial weapon used with monk techniques.
- 10×DartTen balanced darts suitable for ranged attacks.
Tools
- Small KnifeA small blade kept from Spectre's earliest days in the streets.
Gear
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- City MapA rough map of the city where Spectre survived as a child.
- Pet MouseA trained mouse that rides inside Spectre's cloak and serves as a quiet companion.
- Token of RemembranceA token from Spectre's lost past, whose origin he cannot identify.
- Common ClothesA set of common clothes worn beneath his current noble attire.
- Belt PouchA pouch containing starting funds from his background.
Purse
- 10×Gold PiecesStarting currency from the Urchin background.
Appearance
Spectre stands six feet two inches tall, with a lean, athletic build shaped by constant movement and combat. His roguishly handsome face bears a day's worth of dark stubble, framed by neatly trimmed brown hair and sharp, perceptive eyes. He wears fine black clothing suited to a noble lord, including a high-collared doublet with silver embroidery, a crisp white shirt, dark trousers, polished boots, and a heavy black wool cloak trimmed in black and brown fur. His silver clasp bears no heraldry, only a subtle geometric mark associated with impossible doorways and distant planes.
Mannerisms
Spectre speaks in a smooth, restrained aristocratic accent, even when addressing criminals or monsters. He adjusts his silver cuff embroidery before a fight, pauses a moment too long before answering personal questions, and maintains unwavering eye contact. When thinking, he taps two fingers against his wrist as though checking a pulse that no longer matters.
Personality
Spectre is effortlessly charming, observant, and composed. He makes people feel seen because he notices everything, from a tremor in the hand to a lie hidden inside a compliment. Beneath the polished confidence lies a profound detachment, born from experiences that have made ordinary mortal concerns seem brief and strangely precious. He is courteous to servants, dangerous toward tyrants, and quietly fascinated by anyone who can surprise him.
Ideals
Order. Freedom without discipline is merely another form of tyranny. Every power, including his own, must be constrained by rules strong enough to survive temptation.
Bonds
He protects abandoned children, street orphans, and anyone discarded by respectable society. He also seeks the truth behind the silver geometric mark that appears in his memories whenever he dies and returns. Somewhere beyond the mortal planes, he believes, lies the first version of himself.
Flaws
He is almost incapable of admitting fear, ignorance, or genuine emotional dependence. Spectre treats mortality as an inconvenience and sometimes risks the lives of others because he assumes that any failure can be paid for with another death. His polished charm can become condescension, especially toward people who mistake wealth, rank, or tradition for wisdom.
Quirks
Background
Spectre remembers hunger more clearly than he remembers his birth. As a boy, he survived in the alleys beneath a city that had forgotten his name, learning to sleep in abandoned bell towers, steal without cruelty, and vanish before danger could close its hand. The streets taught him that every city has a rhythm, every locked door has a weakness, and every powerful person eventually reveals what they fear. His first true master was not a monastery, but a dying ascetic who found him sheltering beneath a collapsed shrine. The old monk taught him that discipline was not obedience to another person, but mastery over the self. Spectre repaid the lesson by becoming impossible to catch.
“The streets taught him that every city has a rhythm, every locked door has a weakness, and every powerful person eventually reveals what they fear.”
- Background
- Urchin
Connections
Species
Human
Media
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