Monk
Base Class: Monk

On the plane of Neverland, there exists a man that is known by many as Ozymandias. Ozymandias takes the form of a wizened, exhausted old Gnome. He has been alive longer than anyone is aware of, and continues to live as an elder of the Golden Afternoon, the Resistance that stands against the Heart Queen's might. In fact, many people believe that he is the one who started the resistance, although there's nothing to confirm that. However, Ozymandias is nothing but a disguise. The tiny stature of his physical body belies the immense power of the soul that lies beneath. For Ozymandias is nothing but the vessel for the Astral Being known by many as the Cheshire Cat.

The Cheshire Cat is a being of pure cosmic energy, existing on the Astral Plane for millennia until he was bound to Wonderland through an incredible feat of magic. He has spent centuries plotting his escape, and as such, he has begun teaching humanoids to utilize the power of the Astral Plane to augment their combat abilities. This unique style of combat involves phasing in and out of the Astral Plane, utilizing its incredible potential to augment the physical force of their blows, to allow them to teleport short distances, or even to temporarily step into the Astral Plane itself. 

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Arcana and Perception skills if you don’t already have it. Your understanding of the Astral Plane gives you an edge when attempting to understand the mundanity of the Prime Material Plane.

Astral Augmentation

When you choose this tradition at 3rd level, you gain the ability to tap into the power of the Astral Plane in order to increase the strength of your blows, as well as the options available to you in combat.

Whenever you take the Attack action on your turn, you can expend one ki point to add one of the following options to that attack. You can only add one option per attack.

  • That attack gains an additional 5 feet of range, as you utilize the Astral Plane to strike at your opponent's soul from a distance.
  • That attack deals an additional 1d6 Psychic damage as you strike at the vulnerabilities in your opponent's soul through the Astral Plane.
  • That attack can force an opponent to make a Wisdom Saving Throw against your Monk Save DC. On a failed save, that target becomes frightened of you until the beginning of your next turn.

Astral Step

Starting at 6th level, you have gained the ability to briefly step into the Astral Plane, utilizing its power of thought to transport yourself quickly and safely through the Prime Material Plane. As an action, you can spend 3 ki points to cast Blink.

Cosmic Repulsor

Starting at 11th level, you have gained the ability to force otherworldly invaders back from whence they came. If you have hit an opponent with at least two Unarmed Strikes in the same round you can, as a bonus action, expend 4 ki points to cast Banishment on that target.

Astral Wayfarer

Starting at 17th level, you gain the ability to channel the energy of the Astral Plane through yourself in order to travel to a safer "middle dimension" between the Astral Plane and the Prime Material Plane. You can spend a minute concentrating in order to allow you and up to 5 other creatures to step into this "middle dimension" and stay there for up to 10 minutes. While in this space, you and the creatures you are treated as being Invisible and can only be seen by a creature with Truesight (even See Invisibility will not reveal you). Additionally, as a bonus action every turn, you and the allies you brought with you can teleport up to 10 feet into an unoccupied space you can see. You can end this effect as an action, causing you and everyone you brought with you to be revealed.

Perfected Astral Warrior

Starting at at 17th level, you have perfected your Astral combat. The options for your Astral Augmentation feature improve in the following ways:

Whenever you take the Attack action on your turn, you can expend one ki point to add one of the following options to that attack. You can only add one option per attack.

  • That attack gains an additional 15 feet of range, as you utilize the Astral Plane to strike at your opponent's soul from a distance.
  • That attack deals an additional 1d12 Psychic damage as you strike at the vulnerabilities in your opponent's soul through the Astral Plane.
  • That attack can force an opponent to make a Wisdom Saving Throw against your Monk Save DC. On a failed save, that target becomes frightened of you for the next minute.

Comments

Posts Quoted:
Reply
Clear All Quotes