Monastic Tradition

Way of Two Souls

To pursue the way of the monk is to recognize that the self doesn't exist without ki: the refinement of this energy is the refinement of self. Monks who follow the Way of Two Souls take this literally, extending their ki into physical forms.

Monks of the Way of Two Souls teach that ki is a representation of identity, and master the art of projecting their form through ki. Whereas many monasteries train their students to be a singular, formless body, monks of this tradition take great pride in their individuality. Their ki is often a reflection of their personal background, philosophy, and identity.

Way of Two Souls Features

Monk Level Feature 3rd Hundred Hands 6th Sense Soul 11th Instant Double 17th Second Soul

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency in the Insight skill if you don't already have it. Your study of the soul affords you greater empathy.

Hundred Hands

At 3rd level, you can manifest appendages composed of physical ki. You gain the following benefits.

Double Strike. Once on your turn when you use Flurry of Blows and miss with an unarmed attack, you can make an additional unarmed strike as a phantom fist follows the failed attack.

Unassailable Defense. Reducing damage with Deflect Missiles does not consume your normal reaction. Instead, you can use it as a special reaction on each turn, and you must spend 1 ki point for each additional use of the ability on that same turn. Making an attack with the projectile uses your reaction as normal. Ki-empowered hands form to defend you from incoming projectiles.

Sense Soul

At 6th level, you can detect the souls of others by extending your own essence. As an action, you sense the presence and location of each creature within 60 feet of you that is not an undead or construct. You also learn the basic emotional state of each creature detected, such as fearful or content.

Once you use this feature, you are unable to do so again until you finish a short or long rest.

Instant Double

When you reach 11th level, you can create a full duplicate of yourself, if only for a brief moment. You gain the following abilities.

Charge. As an action, you send your double forward to attack. It can only move up to your walking speed and take the Attack action against a creature you can see, as though you were in its space. It can't wield weapons, and it uses your Martial Arts die for its damage rolls. The double immediately disappears.

This duplicate cannot be targeted by attacks, and it doesn't trigger traps or other hazards.

Interpose. As a reaction when an attack is made against you, you can spend 2 ki points to project your double into the oncoming attack, potentially causing it to miss you. Roll one Martial Arts die and add it to your AC against the attack. If the attack misses, it instead hits your double, which instantly evaporates.

Extend. You spend 1 ki point, using your double to momentarily extend your reach by 10 feet. The double lasts for enough time to carry out a simple action, such as retrieving an object or pulling you over a ledge.

Second Soul

At 17th level, your mastery of projection allows you to create a full, persistent duplicate of yourself. As an action, you can spend up to 10 ki points. In an unoccupied space within 5 feet of you, a duplicate of yourself appears composed entirely of ki.

You control this duplicate, which enters the initiative order immediately following you. It uses your game statistics, except it has a number of hit points equal to ten times the number of ki points spent, and it must use your unarmored defense. It can wield no weapons, and can take only the Attack, Dash, Disengage, Dodge, and Hide actions on its turn, and no bonus actions. Otherwise, the duplicate can move and act as normal, using your Martial Arts die for its damage rolls.

The duplicate has immunity to psychic and poison damage, and the charmed, exhausted, frightened, paralyzed, petrified, and poisoned conditions. It is a construct for the purposes of magical effects.

The duplicate disappears when it is reduced to 0 hit points, when 1 minute has passed, or if it is ever more than 100 feet away from you.









