Monk
Base Class: Monk

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty. Monks who master the astral self are adept in the flow of time of the astral plane and can project that onto the realm they reside in.

Multiclass Restriction

Due to the immense toll this power and its connection to the astral plane causes using other powers and abilities is forbidden as they are drowned out, you are not allowed to multiclass out of monk and into any other class.

Arms of the Astral Self

3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near you or surround your arms (your choice). You determine the arms’ appearance, and 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.

Visage of the Astral Self

6th-level Way of the Astral Self feature

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 spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die. You may also summon it as a part of the Time Stop reaction but it costs 2 ki points rather then 1.

The spectral visage hovers over you like a spectral head. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Time Stop. You can replicate the effects of the Time Stop spell a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. The spell effect does not end if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. The effects of this feature only last for 1 turn (6 seconds). You can use this feature as a reaction when a creature you can see or hear takes a action, makes a attack or casts a spell or as action during your turn. You don't regain your reaction until 1 turn after the effects of your Time Stop end. Time stop is non-magical for the purpose of spells like AntiMagic Field as it is produced from your ki.

 

Body of the Astral Self

11th-level Way of the Astral Self feature

When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain 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 Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Enhanced Time Stop. Whenever you use the Time Stop feature granted by this subclass you can increase the duration of the effect by 1 turn for the cost of 1 additional use of Time Stop.

Awakened Astral Self

17th-level Way of the Astral Self feature

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Astral Barrage. 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.

My World. When you use the Time Stop Feature granted by this class it lasts for 3 rounds and doesn't require a Time Stop use unless you use it more then once per hour.

Previous Versions

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