Base Class: Monk
Warriors of the Stars draw inspiration and guidance from the stars in the night sky, selecting three as their Guardian Stars; the North star, the brightest of all three and their guiding light. Then, the South Star, which hangs low in the sky, calling the warrior to distant lands to dole out justice and retribution. And finally, the Forsaken Star, visible only on the blackest of nights, shining dimly overhead and reminding the warrior that the darkest nights sometimes require a cruel hand to survive. Long nights of practice and study underneath the stars enhances their spiritual bond to these stars, giving them inspiration on how to further refine and hone their techniques. They are masters of dynamic stance-switching, able to adapt to any given foe and prey upon their weaknesses. They learn three different stances that imbue their strikes with varied damage types, as well as giving them unique buffs and techniques to accentuate their individual strengths.
Level 3: Starborne Stances
Stance Switch. At the start of your turn, or as a bonus action, you can freely change between any of your learned stances. You can only switch your stance once per turn, and only one stance can be active at a time.
North Star of God. You enter a rigid, squared stance, with fists clenched tight, prepared to level your opponent with hammering strikes. Your Unarmed Strikes deal your choice of either Bludgeoning or Thunder damage. As a free action, you can expend 1 Focus Point to Empower your strikes for one minute or until your next stance switch; every Unarmed Strike you hit while Empowered send concussive shocks deep into your foe's body, dealing additional damage equal to your proficiency bonus. This damage is also your choice of any damage type you have access to during your North Star Stance. Additionally, while Empowered, you gain advantage on Strength saving throws.
South Star of Justice. You enter a relaxed, loose stance, hands flat as if fashioned into a makeshift blade's edge, ready to carve your foe with cutting slashes. Your Unarmed Strikes deal your choice of either Slashing or Cold damage. As a free action, you can expend 1 Focus Point to Loosen your stance for one minute, or until your next stance switch; while Loosened, you gain a temporary +1 to your Armor Class, and advantage on Dexterity saving throws. Additionally, while Loosened, Flurry of Blows, Patient Defense, and Step of the Wind do not require any Focus Points to activate.
Forsaken Star of Cruelty. You enter a tight, focused stance, arms forward and fingers tight together like sharpened daggers, armed to stab your foe with piercing thrusts. Your Unarmed Strikes deal your choice of either Piercing or Necrotic Damage. As a free action, you can expend 1 Focus Point to Sharpen your blows for one minute, or until your next stance switch; while Sharpened, your Speed is increased by 10, your reach is increased by 5 feet, and your Unarmed Strikes critically hit on a 19 or 20. On a critical hit while Sharpened, you can force the target to make a Constitution saving throw. On a failed save, the target has their Speed halved until the end of your next turn.
Level 3: Study Foe
Once per short rest, you can spend an Action studying an opponent within 60 feet, deciphering their weaknesses. After using Study Foe, a foe is Studied. You are made aware of all of a Studied foe's damage vulnerabilities. If a Studied foe is reduced to 0 hit points, you can spend a Bonus Action on your following to recast it onto a new foe. If you choose not to recast Study Foe on that turn, you must wait until your next short rest to use Study Foe again.
Level 3: Guiding Stars
You gain proficiency in the Nature and Survival skills, and proficiency with Cartographer's Tools.
Level 6: Stellar Techniques
You learn additional Monk features from your continued practice and mastery of your stances. Each technique requires being in its assigned stance to utilize.
North Star of God:
Heaven Shaking Cry. You may spend 1 Focus Point to take an additional Action on your turn. Any opponent within 10 feet of you must make a Wisdom save. On a failed save, the opponent becomes Frightened until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
Spirit Shattering Strike. Once per turn, on a successful Unarmed Strike, you can expend 2 Focus points to attempt a Spirit Shattering Strike. The target must make a Constitution saving throw. On a failed save, the target has the Paralyzed condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll against the target before then has Advantage.
South Star of Justice:
Soaring Grace. When an opponent targets you for an attack, you may choose to spend 1 Focus Point to impose Disadvantage on it, using your Reaction. If the attack misses, you may either perform a Long Jump or High Jump up to 30 feet that does not trigger Opportunity Attacks, or retaliate with an Unarmed Strike. Once you use this feature, you must finish a short or long rest before you can use it again.
Swallow's Flowing Dance. If you trigger an Opportunity Attack, you may spend 1 Focus Point to impose disadvantage on it. If the attack misses, you may choose to perform a free Unarmed Strike on the target that critically hits on a 19 or 20, as well as gaining an additional ten feet of movement for this turn.
Forsaken Star of Cruelty:
Cruel Finger Burial. Once per turn, on a successful Unarmed Strike, you can expend 1 Focus Point to attempt Cruel Finger Burial. You thrust your hand deeper, performing an additional Unarmed Strike that critically hits on a 18 or higher. If this additional attack hits, the target must perform a Constitution Save. On a failed save, the target is Frightened until the end of your next turn. Additionally, if this attack critically hits, the target is inflicted with one level of exhaustion if they do not succeed the Constitution Save.
Slaughtering Kick. As an Action, you can spend 1 Focus Point to perform a flying kick towards your target, treated as an Unarmed Strike. This attack uses your movement, which is treated as Flying Movement, and you may only travel as far your max speed. On a successful hit, you can spend an additional 2 Focus Points to attempt a Rending Strike. The opponent must perform a Constitution Save. On a failed saved, the target is Stunned until the start of your next turn, and has its Speed halved for one minute. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage. Once you use this feature, you must finish a short or long rest before you can use it again.
Level 11: Stellar Evolution
You refine your stances through diligent practice, increasing their versatility and lethality. Additionally, you gain a final, ultimate technique for each stance, worthy of a true master.
North Star of God:
Your Empowered blows are unmatched in sheer force and power. Every Unarmed Strike you hit while Empowered now imposes a Strength check on the target (if they are size Large or smaller). On a failed saved, the target is pushed back 10 feet in any direction you choose. Also, your Unarmed Strikes get additional damage equal to a roll of your Martial Arts die on any critical hit; this stacks with the additional damage already provided on Unarmed Strikes while Empowered. If you critically hit with an Unarmed Strike, you impose a Strength check on the target. On a failed save, you may choose between knocking the target prone, or (if they are size Large or smaller) pushing them back up to a max of 30 feet in any direction you choose.
Your Unarmed Strikes now deal your choice of Bludgeoning, Thunder, or Radiant damage.
Hundred Crack Fist. On a successful Unarmed Strike, you may expend 5 Focus Points to perform Hundred Crack Fist, a blistering flurry of strikes targeting the foe's vitals. The target must make a Constitution saving throw, taking 10 rolls of your Martial Arts die in damage on a failed save, or five rolls on a successful save. This damage is your choice of Bludgeoning, Thunder, Radiant, or Force. After using this feature, you may not use it again until you finish a Long Rest, and you gain a level of exhaustion.
South Star of Justice:
Your movements flow like water while Loosened, becoming a target as graceful and elusive as you are lethal. While Loosened You now gain a temporary +2 to your Armor Class. Once per turn, you can cast either Flurry of Blows, Patient Defense, or Step of the Wind as a free action, using no Focus Points. Additionally, while Loosened, your Dexterity now determines how far you can jump instead of Strength, and does not require previous movement before performing a Long or High Jump. If you land within reach of an opponent after jumping, you may use your Reaction and expend 1 Focus point to perform a Flurry of Blows on them.
Your Unarmed Strikes now deal your choice of Slashing, Cold, or Lightning damage.
Resolute Fist of Mutual Death. You pour all of your life and power into one devastating, final gambit. As an action, for 4 Focus Points, roll an Unarmed Strike with Advantage. If the attack hits, the target takes half of its max HP in Slashing damage. This damage cannot be negated or reduced in any way. If the attack misses, you take half of your max HP in Slashing damage instead. This damage cannot be negated or reduced in any way. If the attack roll is a critical hit, the target must make a Constitution saving throw, falling to 0 HP on a fail, and taking an additional 2d12 Slashing damage on a save. After using this feature, you gain three levels of exhaustion.
Forsaken Star of Cruelty:
You have unmatched focus while Sharpened, moving around the battlefield at speeds as blistering as your strikes. While Sharpened, your speed is increased by 20, your reach is increased by ten, and your Unarmed Strikes critically hit on an 18 or above. On a critical hit while Sharpened, you can force the target to make a Constitution saving throw. On a failed save, the target has their Speed reduced to 0 until the end of your next turn. On a successful save, their Speed is halved until the end of your next turn.
Your Unarmed Strikes now deal your choice of Piercing, Necrotic, or Psychic damage.
Tremor Thrust. You thrust your arm into a nearby surface, transmitting a geyser of lethal energy through it. For 3 Focus Points, as a bonus action, you make a ranged attack with a range of 30/120. This attack counts as an Unarmed Strike for you. On a critical hit, the target takes an additional 1d12 damage in the form of whichever Unarmed Strike damage you choose. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Cosmic Transmigration of Souls
You have attained complete mastery of the heart and soul, attaining a transcendent, nirvana-like state you can enter to utterly devastate the battlefield.
Cosmic Transmigration of Souls. Once per Long Rest, as a Bonus Action, you can spend 5 Focus Points to tap into the power of all stances in one fluid, perfected stance for one minute. You gain a temporary +6 to your AC, and advantage on all saving throws. Your Unarmed Strikes deal your choice of any damage type, and are treated as Magical. Your speed is increased by thirty, and your reach by twenty feet. Your Unarmed Strikes bonus damage equal to your proficiency bonus, and critically hit on a 16 or higher. If an Unarmed Strike critically hits, the target must roll a Constitution saving throw. On a failed saving throw, the target takes an additional 1d12 Force damage, and you can choose between Stunning the target until the start of your next turn, or knocking the target back 30 feet in any direction, regardless of size. On a successful save, the target takes 1d6 additional Force Damage, and has its movement halved until the start of your next turn. In addition, you may cast Flurry of Blows, Patient Defense, or Step of the Wind as a free action once per turn, using no Focus Points. After this state ends, you gain one level of exhaustion.
You have access to all North Star, South Star, and Forsaken Star techniques during this state.
If you witness an allied player or NPC die, you may enter this state at no cost as a free action, ignoring the "once per Long Rest" restriction.
Migration of Body. During Cosmic Transmigration of Souls, you can effortlessly glide around the battlefield, leaving blurred, multi-colored afterimages in your wake. Once per turn, as a free action costing 1 Focus Point, you can travel to any point in within 60 feet that you have line of sight to in a straight line, ignoring terrain. Any Opportunity Attacks triggered during this movement are rolled with Disadvantage, and on a miss, the target must roll a Wisdom saving throw. If unsuccessful, the target becomes Frightened of you for three turns, or until it passes a Wisdom saving throw on its turn.
Previous Versions
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2/25/2025 10:24:06 PM
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Alpha
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Coming Soon
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