Monk
Base Class: Monk

Monks who follow the Way of the Warrior of Dreams walk the boundary between the waking world and the ethereal realm of slumber. Drawing upon the energy of their astral self, they can fight even while unconscious, project their spirit into dreams, and strike with attacks that blur the line between reality and illusion. As they master their connection to the dreamscape, they move like moonlight through the battlefield—elusive, untouchable, and devastating. At their peak, these monks become living manifestations of lucid dreams, striking with relentless precision while phasing through enemies like a fleeting vision.

Level 3: Astral Mantle

At the start of your turn, you can expend 1 Focus Point to imbue your body with spiritual energy from your astral self. You may activate this ability even while unconscious. For 10 minutes, ethereal energy surrounds your body like a spiritual mantle granting you the following benefits while this feature is active:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • When you make an Unarmed Strike, your reach is 5 feet greater than normal.
  • Your Unarmed Strikes may use your Wisdom Modifier in place of your Strength or Dexterity modifier for attack and damage rolls.
  • The Unconscious condition no longer Incapacitates you. You may move and act as normal but you may not speak.

Level 3: Dreamwalker

While you are unconscious, you have advantage on saving throws and are immune to fear.

By performing a 1 hour ritual, you may project your astral self into another's dreams. Your body enters a trance state as you become a temporary dream messenger. While in this trace, the body is Incapacitated and has a speed of 0.

If the target is asleep, you appear in the target's dreams and can converse with the target as long as they remain asleep. You can also shape the dream's environment, creating landscapes, objects, and other images. However you may not force yourself into a targets dreams nor can this be used to delve into their subconscious. You or the target may end the dream at any time but it may not last longer than 8 hours. You and the target both recall the dream perfectly upon waking.

Level 6: Lucid Palm

When you hit with an unarmed attack, you can spend a focus point to make it a Lucid Palm strike. The target must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for 1 minute. The effect ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Level 11: Ethereal Stride

As long as your Astral Mantle is active, when you activate Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, difficult terrain does not cost extra movement and you can move through the spaces of creatures as if they are not there as long as you do not end your movement in an occupied space. If you move through a creature, they can not make opportunity attacks against you.

Level 17: Awakened Dream

While your Astral Mantle is active, you also gain the following benefits.

Destructive Stride. Any creature of your choice that you pass through with your Ethereal Stride takes Psychic damage equal to one roll of your Martial Arts. A creature can take this damage only once per turn.

Astral Barrage. Whenever you make an Attack Action, you may make an additional unarmed attack as part of the same action. This feature works with the Extra Attack feature.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2025 1:55:51 AM
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2024.1
Coming Soon

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