Base Class: Monk
Warriors of the Stars are monks who train their bodies, minds, and spirits to learn a secretive art passed down from generation to generation for centuries. They look to the stars for guidance, and use them as a way of determining whether to save or destroy a life. Their training brings them to seek enlightenment by mastering the vital energies within oneself and others.
Level 3: Dragon's Breathing
Your training has gifted you with knowledge on how to precisely use your body and internal energy for extraordinary capabilities. You unlock the full potential and capabilities of your body through a secret breathing technique.
Beginning at 3rd level, you learn to unleash the full capabilities of your body and senses through a breathing technique. At the start of your turn (no action required), you can expend 1 Focus point to enter Dragon’s Breathing, which lasts for 10 minutes. The effect ends early if you are Incapacitated, wear armor, or if you dismiss it (no action required).
While Dragon’s Breathing is active, you gain the following benefits:
- Empowered Body. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you can use your Wisdom modifier in place of your Strength modifier for Strength checks and Strength saving throws.
- Focused Strikes. You may use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of unarmed strikes.
- Swift-Footed. Your speed increases by 10 feet.
Awakened Senses (At Higher Levels)
Starting at Level 6, while Dragon's Breathing is active, you gain Blindsight for 10 feet.
Level 3: Martial Intuition
Your studies of the world has granted you exceptional insight.
Starting at 3rd level, whenever you make an Ability Check, you can make a Reaction to spend 1 Focus Point and add a roll of your Martial Arts Die to the Ability Check after seeing the roll but before seeing the result.
Level 6: Star Techniques
When you reach 6th level, you learn to enhance your strikes further with precise applications of your internal energy. These techniques are known as Star Techniques.
You can use a Star Technique once per turn.
Saving throws.
If a Star Technique requires a saving throw, the DC equals 8 plus your Wisdom modifier (your choice) and Proficiency Bonus.
Flurry Techniques
Star Techniques that are triggered by an unarmed strike can be used in Flurry without spending a Focus Point on it. You can still only use one Star Technique per turn. When used in this way, the target has advantage on any saving throws the Star Technique imposes upon them.
Prepared Star Techniques
You learn all of the following techniques listed below at this level, but you can only prepare two after finishing a Short or Long rest. You may change any Star Techniques you prepared after finishing a Short or Long Rest. The number of Star Techniques you can prepare increases as you gain levels in this class, indicated by the table below.
| Levels | Star Techniques Prepared |
|---|---|
| 6 | 2 |
| 11 | 4 |
| 17 | 6 |
Antidote Technique
You use your knowledge of the body and celestial guidance to strike a restorative point. As an Action, you can expend 1 Focus Point to touch a creature and choose one of the following effects -
* The creature recovers Hit Points equal to one roll of your Martial Arts die plus Wisdom Modifier (Minimum of 1).
* You can instead choose to end one of the following conditions on a creature; Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned or Stunned.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without expending a Focus Point for the healing or condition removal.
Destructive Palm
As an Action, you can expend 1 Focus Point and project your internal energy outward in either a 30-foot cone or a 60-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity Saving throw.
On a failed save, a creature takes Radiant damage equal to one roll of your Martial Arts die plus Wisdom modifier, and Force damage equal to one roll of your Martial Arts die plus Wisdom modifier. The creature is also pushed 15 feet away from you.
On a successful save, the creature takes half as much damage and suffers no further effect.
Hundred Fists
Once per turn when you hit a creature with an unarmed strike, you can expend 1 Focus Point to follow up with a weak but numerous barrage of strikes at the creature’s vital points. The target takes extra damage equal to one roll of your Martial Arts die plus Wisdom modifier, is pushed 10 feet away from you.
Mountain-Crusher
Once per turn when you hit a creature with an unarmed strike, you can expend 1 Focus Point to empower your strike. The target takes extra damage equal to one roll of your Martial Arts die plus Wisdom modifier, and it must make a Wisdom saving throw to regain its bearings.
Upon failure, it cannot take Reactions until the end of your next turn. Upon success, it cannot make Opportunity attacks until the end of your next turn.
Rising Dragon Strike
Once per turn when you hit a creature with an unarmed strike, you can expend 1 Focus Point and attempt to launch them into the air. The creature must succeed a Strength saving throw or be lifted into the air vertically by 20 feet. The creature immediately falls and is knocked Prone.
Rupturing Strike
Once per turn when you hit a creature with an unarmed strike, you can expend 1 Focus Point and rupture them from within. The target receives extra Necrotic damage equal to one roll of your Martial Arts Die plus Wisdom Modifier and the creature is unable to regain hit points until the end of your next turn.
If the target is undead, the damage is Radiant instead.
Soft-Breaking Blow
Once per turn when you hit a creature with an unarmed strike, you can expend 1 Focus Point to weaken their body with a swift but soft strike.
The target must succeed a Dexterity saving throw or subtract 1 roll of your Martial Arts die from the next attack roll and the next saving throw that it makes before the end of your next turn.
Steely Riposte
Your body braces in preparation for an attack, and your internal energy flares from your fingers. As a Reaction, the first time a creature makes a melee attack roll targeting you, you can expend 1 Focus Point to gain temporary Hit Points equal to 1 roll of your Martial Arts die + Monk level. You also gain resistance to the damage type of the triggering attack until the start of your next turn.
The creature takes 1 roll of your Martial Arts die plus Wisdom modifier in Force damage.
Surging Step
When you use Step of the Wind, you can expend 1 Focus Point to emit bioelectricity in your movement without provoking Opportunity attacks.
Once during that movement, when you move within 5 feet of a creature, you can make one unarmed strike against it.
On hit, this unarmed attack deals Lightning damage equal to 1 roll of your Martial Arts die plus Wisdom modifier instead of normal damage, and the creature's speed is halved until the start of your next turn.
Level 11: Stellar Surge
At 11th level, you surge with knowledge and power, empowering your Star Techniques even further.
Charged Star Technique
Once per turn, when you use a Star Technique that deals damage or restores Hit Points, you can expend 2 additional Focus Points to empower it. These dice cannot double on a critical hit.
If it deals damage, the target takes extra damage equal to 3 rolls of your Martial Arts Die plus Wisdom modifier.
If it heals, the target regains extra Hit Points equal to 3 rolls of your Martial Arts Die plus Wisdom modifier.
Level 17: Voidal Rebirth
The limitations on your body, mind, and spirit have been broken entirely through your mastery of vital energy. The Heavens have blessed you with the ultimate secret technique to ascend into the realm of gods.
Beginning at 17th level, you can expend 3 Focus Points and unleash a transcendent state at the start of your turn, entering the boundary between life and death. Voidal Rebirth lasts for one minute and ends early if you are Incapacitated, wear armour, or if you dismiss it (no action required).
You gain all of the following benefits:
- Spiritual Resonance. On your damage rolls, you may freely change the damage type of your unarmed strikes and subclass features to cold, fire, force, necrotic, piercing, psychic, radiant, or slashing, instead of its normal damage type.
- Voidal Defense. When you expend a Focus Point on Patient Defense, you gain the Invisible condition until the start of your next turn.
- Voidal Soul. You may move through creatures and objects as if they were difficult terrain, and you cannot be Grappled or Restrained. If you end your turn within an object or creature, you are shunted out to the nearest unoccupied space.
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Posted Apr 20, 2026This is outdated. Warrior of the Seven Stars is the final version of this subclass.