Astral Absorption Image
Prerequisite: Monk, Way of the Astral Self
 

As a reaction while your Arms of the Astral Self are active, you gain the ability to absorb Acid, Cold, Fire, Force, Lightning, Poison, or Thunder damage from spells targeting you. The damage reduction is equal to 1d10 + your Wisdom modifier + your Monk level. Area of Effect spells such as Fireball are not affected by this feat, but multi-target spells like  Magic Missile, or  a higher level Eldritch Blast are, although you roll to absorb the collective damage. This means that if you try to absorb all three projectiles from a cast of Magic Missile that deal 5 points of damage each, but your Astral Absorption total is 11, you'll be able to completely absorb two of the projectiles, but still suffer 4 damage from the third projectile.

If the spell's damage is reduced to zero, you can choose to expend 1 Ki Point as part of your reaction to either:

  • Make a ranged attack spell of the same type against a target that you can see within range. Use the same damage rolls as the original spell, but use your Wisdom Modifier + Proficiency Bonus for the attack rolls.
    or
  • Imbue your Arms Of The Astral Self to deal elemental damage of the same type equal to your martial arts die as bonus damage for each attack on your next turn.

You can also choose to forgo the Ki Point expenditure and simply nullify the damage, either by swatting the spell away with your Arms of the Astral Self, or assimilating the spell's energy into them.

NOTE: If you were to completely absorb two out of three projectiles from Magic Missile, like mentioned previously, you could choose to either target one creature with both projectiles, or target two different creatures with one projectile each.

Astral Absorption Image

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