Base Class: Monk
Monks of this path often come from the lessons taught by the Githzerai that have adapted in chaotic planes and focused their minds to supernatural degrees that permit them thrive in the planes they call home. Monks following in these traditions focus to pursue enlightenment by connecting and manipulating the planar energies, meditate to catch glimpses of the future, or even to transfer their calmed state to change the minds of their foes.
An Astral Spirit is capable of making their mental fortitude just as refined a weapons as their martial arts and is capable of adapting in the most unpredictable environments.
Psychic Bolt
At the 3rd level, you know how to focus your mind to be just as lethal as your unarmed strikes. If you spend 1 ki point on this ability, you can make any unarmed strike have the range of 60 ft. that uses your WIS modifier and deals psychic damage equal to your Martial Arts die until the start of your next turn. Using this ability against a target 5ft away from you does not impose disadvantage on your attack roll.
At the 5th level, you are able to use Stunning Strike when you hit a creature with this ability as well.
Astral Dancer
At the 3rd level, you've gone through training to be able to maneuver comfortably through chaotic, everchanging planes or even through the Astral Plane with no gravity. Difficult terrain doesn't cost you extra movement, and in environments without gravity, you are able to move normally and don't have disadvantage on attack rolls made.
Additionally, when you use Step of the Wind, it allows you to Disengage and Dash as a bonus action on your turn, and your jump distance is doubled without the risk of taking fall damage.
Future Insight
At 6th level, your have ways to see certain snippets of the future and omens to identify moments you can potentially change the outcome. As a reaction, when you or a creature you can see makes an attack roll, saving throw, or an ability check, you can spend 2 ki points and cause the roll to be made with advantage or disadvantage.
Astral Agility
Starting at the 11th level, your movements and insights of your surroundings are as natural as breathing, even if others see a displaced figure of movement. You no longer provoke attacks of opportunity leaving a creature's threatened range if you spend an additional 5 ft. of movement per threatened square you move through.
Additionally, with your Extra Attack feature, you can use Step of the Wind as part of your Attack action costing you no ki points.
Pacifying Touch
At 17th level, you gain the ability to affect the mind of a target to a time of peace they lived in that strikes a sense of strong reflection and confusion. As an Attack action, you can spend 3 ki points and target a creature within 5 ft. of you. The target must succeed on an Intelligence save against your Ki save DC, or you can choose an action for that target: Attack, Cast a Spell, or Dash. The affected target can't take that action for 1 minutes. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this ability for 24 hours.
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