Monk
Base Class: Monk

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Arms of the Astral Self

As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

An Astral Palm

When you first gain the Arms of the Astral Self feature, you gain the following options that activate when you summon the arms. Only one option may be used. 

Astral Grasp. If you score a critical hit with an unarmed strike you made with your Arms of the Astral Self, the target must succeed on a Dexterity saving throw or be grappled by you until the start of your next turn. 

Propulsion Palm. When you make land an attack with an unarmed strike dealt by your Arms of the Astral Self, you can spend 1 ki point to shove the target 10 ft. away from yourself.

Astral Grasp

If you score a critical hit with an unarmed strike you made with your Arms of the Astral Self, the target must succeed on a Dexterity saving throw or be grappled by you until the start of your next turn. 

 

Propulsion Palm

 

When you make land an attack with an unarmed strike dealt by your Arms of the Astral Self, you can spend 1 ki point to shove the target 10 ft. away from yourself.

Soulguard Visor

When you first unlock the Visage of the Astral Self, you gain the following options. You can only select one option, and they only take effect when your Visage is active.

Unflinching Gaze. You cannot be blinded.

Unfaltering Notice. You have advantage on Wisdom (Perception) checks.

Unfaltering Notice

 

You have advantage on Wisdom (Perception) checks.

Unfliching Gaze

 You cannot be blinded.

Visage of the Astral Self

As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Aether Warding

When you first gain your Body of the Astral Self, you can choose one of the following additional benefits. You can only select one. It is only active when your Body of the Astral Self is manifested.

Incorporeal Movement. When a creature hits you with a melee attack, you can spend 1 ki point to gain resistance to the damage that would have wounded you. The resistance ends as soon as the attack finished. The creature that attacked you must succeed on a Dexterity saving throw or fall prone.

Astral Shroud. You can take the Hide action as a bonus action.

Stalwart Posture. You have advantage on saving throws against falling prone.

Astral Shroud

 

You can take the Hide action as a bonus action.

 

Incorporeal Movement

When a creature hits you with a melee attack, you can spend 1 ki point to gain resistance to the damage that would have wounded you. The resistance ends as soon as the attack finished. The creature that attacked you must succeed on a Dexterity saving throw or fall prone.

 

Stalwart Posture

You have advantage on saving throws against falling prone.

Awakened Astral Self

As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Astral Majesty

When you first unlock your Awakened Astral Self, you can choose one of the following benefits. You can only have one benefit. The benefit is only active when your Awakened Astral Self is summoned.

True Calamity. Attacks made with your Astral Arms deal triple damage to objects.

Aura of Terror. Any creature of your choice that starts its turn within 30 ft. of you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. On a successful save, or after the minute has passed, the creature is immune to the effect for the next 24 hours.

Embodiment of Aether. You cannot be charmed, petrified, stunned, or poisoned.

Aura of Terror

 

Aura of Terror. Any creature of your choice that starts its turn within 30 ft. of you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. On a successful save, or after the minute has passed, the creature is immune to the effect for the next 24 hours.

Embodiment of Aether

 

You cannot be charmed, petrified, stunned, or poisoned.

True Calamity

Attacks made with your Astral Arms deal triple damage to objects.

 

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