Base Class: Monk
In the Astral Sea, there is a sect of monks that harness the astral energy of the stars to manipulate the world around them. Some monks of this order can use the astral energies to move objects with their minds using telekinesis, but others can use the astral energies to effect the minds of those around them. This monk sect also specializes in the special weapons that are forged from the stones of the stars and rocks of the astral sea itself.
Astral Star Sign Energy: Dormant
3rd-Level Way of the Twelve Stars Feature
You can channel astral energy of the stars to magnify your physical and mental prowess. You gain the following benefits:
Snake's Charm. If you fail a Charisma (deception) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the astral snake's devious energies. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Mammoth's Strength. When you damage a target with an unarmed strike, you can change the damage type to Force damage.
The Whale's Mind. You learn to speak, read, and write any language of your choice as a bonus action, the effect of this lasts until you take a long rest.
Crystal Weapon
3rd-Level Way of the Twelve Stars Feature,
By choosing a crystal focus, you are granted a unique weapon that counts as your monk weapon. Each crystal grants a different damage type and extra effect, as well as resistance to the type of damage associated with the crystal type. These Weapons are Considered One-Handed, and Finesse weapons.
- Amethyst: Thunder Damage, On a Hit the Target is pushed 10ft away in the direction of your strike.
- Topaz: Necrotic Damage, On a Hit the Target must succeed a Wisdom Saving throw or they become frightened of you until the end of your next turn.
- Emerald: Psychic Damage, On a Hit the Target must succeed a Wisdom saving throw or take additional psychic damage equal to your Wisdom Modifier.
- Sapphire: Cold Damage, On a Hit the Target must succeed a Constitution saving throw or have their speed drop to 0 until the end of your next turn.
- Ruby: Fire Damage, On a Hit the target becomes burned by your strike and takes additional fire damage equal to your Wisdom modifier at the beginning of their turns; the target must use an action to put out the fire.
- Diamond: Radiant Damage, On a hit your weapon exudes a bright light that causes the target to become blinded if they fail a Dexterity saving throw.
- Onyx: Poison Damage, On a Hit the target must succeed a constitution saving throw or be poisoned until the end of your next turn.
Amethyst Crystal Weapon
This Weapon deals Thunder Damage. On a Hit with this weapon the target is pushed back 10ft in the direction of the strike.
Diamond Crystal Weapon
Radiant Damage, On a hit your weapon exudes a bright light that causes the target to become blinded if they fail a Dexterity saving throw.
Emerald Crystal Weapon
This Weapon deals Psychic Damage. On a Hit with this weapon the target must make a Wisdom saving throw or take additional Psychic damage equal to your wisdom modifier.
Onyx Crystal Weapon
Poison Damage, On a Hit the target must succeed a constitution saving throw or be poisoned until the end of your next turn.
Ruby Crystal Weapon
Fire Damage, On a Hit the target becomes burned by your strike and takes additional fire damage equal to your Wisdom modifier at the beginning of their turns; the target must use an action to put out the fire.
Sapphire Crystal Weapon
Cold Damage, On a Hit the Target must succeed a Constitution saving throw or have their speed drop to 0 until the end of your next turn.
Topaz Crystal Weapon
This Weapon deals Necrotic Damage. On a Hit with this weapon the target must make a Wisdom saving throw or become Frightened until the end of your next turn.
Astral Star Sign Energy: Awakened
6th-Level Way of the Twelve Stars Feature
You can channel astral energy of the stars to magnify your physical and mental prowess. You gain the following benefits:
The Tiger's Instincts. If you fail an attack roll against a target, you can expend 1 ki point to reroll the attack and use the new roll's results, as you tap into the astral tiger's predatorial instincts.
The Kirin's Aura. You channel the magical aura of the mighty Kirin and use it to affect the physical world around you. You can use 1 ki point to move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one creature, including yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. If you target a unwilling creature, that creature must make a Strength saving throw to resist the telekinetic movement. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both.
The Eagle's Wisdom. By tapping in to the astral energies of the quick and clever eagle, you can increase your dexterous actions with a wise mind. When you make a Dexterity Ability Check, you can use 1 Ki point to add your Wisdom Modifier to the roll's results. You can use this ability after the rolls results but before you learn the outcome of the roll.
The Bull's Ferocity. Channeling the astral strength of the bull, you empower your speed with physical strength. As a part of your Step of the Wind action, you can make an unarmed strike against a target within range of your Dash Action. You can continue your Dash action after you have made your strike using your remaining movement speed.
Astral Star Sign Energy: Exalted
11th-Level Way of the Twelve Stars Feature
You can channel astral energy of the stars to magnify your physical and mental prowess to it's peak. You gain the following benefits:
The Hydra's Unity. Channeling the Hydra's unified heads, you can aid your allies as if you were all of one mind. You can use 1 Ki point, using one of your attack Action's to grant all allies within 30ft Advantage on all Attack rolls until the end of your next turn.
The Wolf's Guidance. Channeling the essence of a pack mentality, you aid your allies in all efforts. You can use 1 Ki point, as a bonus action, to grant them a bonus to their ability checks, attack rolls, or saving throws. The bonus is equal to 1 of your martial art's die. Once they use the bonus die, it is gone until you use a Ki point to grant it again.
The Scorpion's Sting. Channeling the deceptive scorpions love for their mates, you can control the hearts of those around you. You can use 2 Ki points when you hit with an attack, to cause them to become charmed by you, unless they succeed a Charisma saving throw. Until they are freed by being hit by an attack, the target considers you their ally and lover, as well as your allies are treated as their allies as well.
The Spider's Love. Channeling the astral energy of the spider queen mother into your Crystal Weapon, you aid your weakened allies. As a bonus action, you can use 2 Ki points to heal yourself and all allies within 30ft by rolling 2 of your Crystal Weapon die, and then add your wisdom Modifier to the results.
Astral Conduit
17th-Level Way of the Twelve Stars Feature
You have become a conduit of the Astral energies surrounding you in the astral plane. at 17th level, you gain the following benefits:
- At the Start of a new battle encounter, you regain Ki points equal to your Wisdom Modifier.
- Your Crystal Weapons damage dice count is increased by 1 die.
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