Monk
Base Class: Monk

The sands come alive at your touch, though whether under your control or with a mind of their own is unclear.

Sand Control

You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand is made from your sand.

Sand Streams

3rd-level Way of the Sand Masters feature

Your mastery of your ki allows you to summon sand to do your bidding. As a bonus action, you can spend 1 ki point to summon streams of sand around you.

For 10 minutes, these streams of sand flow around you or surround your arms (your choice). They vanish early if you are incapacitated or die. While the sand streams 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 sand streams to make unarmed strikes.
  • When you make an unarmed strike with the sand on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the sand 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.

Movement of the Sands

6th-level Way of the Sand Masters feature

Your sand is now powerful enough to move creatures. As a bonus action you can spend 3 ki points to give yourself a flying speed 10 ft and can hover, this effect lasts for 1 minute or until your are incapacitated.

Sand Wave

You can spend 2 ki points to move you or another creature of size Large or smaller 15 feet horizontally or 5 feet vertically. The other creature must be within 15 feet of you and if they are unwilling they must succeed on a STR saving throw to resist your sands.

Empowered Sands

11th-level Way of the Sand Masters feature

Your mastery of the sands has increased even further, granting the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Sands. Once on each of your turns when you hit a target with the Sand Streams, you can deal extra damage to the target equal to your Martial Arts die.

Sand Armor

17th-level Way of Sand Masters feature

Your connection to the sands is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the sands to surround your entire body for 10 minutes. This awakening ends early if you are incapacitated or die.

While your Sand Armor is awakened, you gain the following benefits.

Sand Armor. You gain a +2 bonus to Armor Class.

Sand Storm. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

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