Way of the Ether

Monks of the Way of the Ether have long studied phase spiders to learn how they to can tap into the Ethereal Realm in order to enhance their abilities. When they focus their ki they can use aspects of the Ethereal Realm to harm their foes from a distance and protect themselves if they get to close.

Punch Through Starting when you choose this tradition at 3rd Level, you learn to make attacks through the Ethereal Realm. The range of unarmed strikes you make during your turn is increased to 20 feet and the damage type of unarmed strikes you make is now force. As an Action, you may attempt to grapple an enemy within this range.

Instant Retaliation By 6th level, you have learned how to strike back against those who would harm you. As a reaction, after being hit with a melee attack, you may spend 2 ki points to manifest a giant ethereal limb that retaliates on your behalf. After taking damage, your attacker must make a dexterity saving throw against your ki save DC or become grappled, and take force damage equal to 2 of your martial arts die. If they succeed, they take half damage and are not grappled. A Huge or larger creature has advantage on this saving throw.

Phase Shift By the time you reach 11th level, you have learned the true nature of a phase spider’s abilities and can mimic them through concentration. You can now see into the Ethereal Plane, ethereal creatures and objects appear ghostly and translucent. As a bonus action, you may spend 1 ki point to magically shift from the Material Plane to the Ethereal Plane. You remain on the Ethereal Plane until your next attack or until the end of your next turn. When attacking from the Ethereal Plane you gain advantage if the target of your attack cannot see you or otherwise detect your presence.

Ethereal Amplification At 17th level, you have mastered the art of using the Ethereal Realm to enhance your attacks. When you make the Attack Action on your turn you may spend 1 ki to drastically increase the size of your strikes. During this turn you now use 2 of your martial arts die when you calculate damage made by an unarmed strike.