Base Class: Monk
Monks who follow this path believe their physical body is an illusion. They view their ki as their true, unblemished form—the astral self. When summoned, this translucent, spectral presence hovers around the monk and can take virtually any appearance depending on the monk's personality: it might look like a stoic, armored warrior, a golden metallic construct, or a multi-armed deity
Arms of the Astral Self
At 3rd level, your mastery of your Focus allows you to summon a portion of your astral self. As a bonus action, you summon the arms of your astral self.
These spectral arms hover near your shoulders or surround your arms (your choice). 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.
- As a bonus action or as part of the bonus action you take to activate Arms of the Astral Self, you may spend 1 Focus point to make each creature of your choice that you can see within 10 feet of you make a Dexterity saving throw. If they fail, they take force damage equal to two rolls of your Martial Arts die and are pushed back 10 feet. If they succeed they take half damage and are not pushed back.
Visage of the Astral Self
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can summon this visage. It vanishes if you are incapacitated or die. The spectral visage covers your face like a helmet or mask.
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.
Astral Awareness
Your astral self instinctively watches out for you. You can add your wisdom modifier to initiative checks.
Resistance from Energy
Choose either acid, cold, fire, lightning, and force damage. You gain resistance to that damage type.
Protective Arms
If an ally creature takes damage and they are within the reach of your astral arms, you can use your deflect attack ability on the ally as you normally would on yourself. You may also use deflect attack if your astral arms are within range of the creature harming your ally.
If you reduce the damage of the attack to 0, you can still make an attack against the attacking creature if that creature is within range by spending 1 Focus point.
Using deflect attacks this way still puts you in a defensive stance to block multiple attacks. You can deflect attacks against you or your allies, regardless of which attack you deflect first.
Astral Incursion
You can hamper the flow of time around others. When you roll initiative, choose one creature to make a wisdom saving throw. If they fail, reduce their initiative by one roll of your martial arts die plus your wisdom modifier. If they succeed nothing happens.
You can not use this feature again until you finish a long rest.
Pause
The entirety of your astral self has manifested. Your rampant use of your astral self has made it a gateway to the astral plane and the astral plane's time distortion. You know and can cast the spell time stop. After you cast it you can’t cast it again until you finish a long rest.
During your time stop, If you make any attack rolls with unarmed attacks, the time stop does not immediately end, instead ending at the end of your current turn.
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