Base Class: Monk
Forms of Your Astral Self
The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a Minotaur - the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.
When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
Level 3: Spiritual Combatant
As long as you aren't wearing armor or using a shield,
- You can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of your unarmed strikes.
- You can use your Wisdom modifier in place of your Strength modifier to determine the DC for your unarmed strike optional actions (Grapple and Shove).
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
Level 3: Arms of the Astral Self
Your mastery of your Focus allows you to summon a portion of your astral self. At the start of your turn, you can spend 1 focus point to summon your astral self. For 10 minutes, these spectral arms hover near your shoulders 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:
- Reach. You can use the spectral arms to make unarmed strikes, and their damage type is force.. When you make an unarmed strike with the arms on your turn, or may an opportunity attack with an unarmed strike, your reach for it is 5 feet greater than normal.
- Astral Eruption. As bonus action, you can spend 1 focus point to force each creature of your choice within 10 feet of you to make on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die, or half on a success.
Level 6: Visage of the Astral Self
You can summon the visage of your astral self. At the start of your turn, or as part of activating your Arms of the Astral Self, you can spend 1 Focus point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
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. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Wisdom modifier (minimum of 1 mile). The contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand.
The telepathic connection lasts for the duration of your Visage of the Astral Self. It ends early if you use this ability to form a connection with a different creature.
Level 11: Body of the Astral Self
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.
- Empowered Arms. Once per turn when you hit a target with an unarmed strike, you can deal extra damage to the target equal to your Martial Arts die.
- Empowered Visage. You also gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks.
- Astral Fortitude. When you take a Reaction to use the Deflect Attack feature, you can spend 1 Focus point to gain resistance to that damage type until the start of your next turn.
- Astral Purity. You are immune to both Poison and Disease.
Level 17: Awakened Astral Self
Your connection to your astral self is complete, allowing you to unleash its full potential. At the start of your turn, you can spend 5 Focus point 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.
- Astral Projection. You can spend 8 focus points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.
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Posted Feb 6, 2025Beautiful. I'll be stealing this if you don't mind.