Monk
Base Class: Monk

Monks who follow the Way of the Celestial Cloth devote themselves to awakening the Cosmos, the inner spark said to mirror the constellations themselves. Through discipline, conviction, and trials that test both body and spirit, they earn the right to manifest a Celestial Cloth — a radiant mantle of starlit armor shaped by their Zodiac sign and the strength of their resolve. These warriors believe that every soul is bound to a constellation, and that true power comes not from aggression, but from the courage to let one’s spirit burn brighter than the heavens. When a Celestial Cloth monk enters battle, their strikes shimmer with astral force, their movements blur like falling stars, and their will becomes an unbreakable beacon. To walk this path is to carry the weight of myth, destiny, and the sky itself — and to rise, again and again, no matter how many times the world tries to extinguish your light.

Cosmos Awakening

You gain a pool of Cosmos Points equal to twice your proficiency bonus.
You regain all spent Cosmos Points when you finish a long rest.
Cosmos Points fuel your Celestial Cloth and constellation techniques.

Constellation Cloth

At 3rd level, you choose one Constellation Cloth from the list of 24 Constellations.
Each Constellation Cloth grants:

  • A Constellation Passive (active while your Cloth is manifested)
  • A Constellation Damage Type (your empowered strike type)
  • A Constellation Technique (costs 1 Cosmos)
  • +1 to your AC

You may change your Constellation Cloth whenever you gain a Monk level.

 

Andromeda — The Chained Princess

Passive: Advantage on checks to escape restraints
Damage Type: Psychic
Technique — Nebula Chains: 
As an action, you unleash spectral chains woven from starlight to bind your foe.
Choose one creature you can see within 30 feet and spend one Cosmos point. That creature must succeed on a Wisdom saving throw or become restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The chains vanish early if you lose concentration (as if concentrating on a spell).
Chained Domain:
You have an extended range for attack of opportunity by 10 feet due to the chains of your cloth. By expending one Cosmos Point, you can use this feature in retaliation to an opposing creature moving in range away from you.

Aquila — The Eagle

Passive: +10 ft movement when dashing
Damage Type: Lightning
Technique — Thunder Dive:
You plunge from above like a lightning bolt, striking with explosive force.
If you descend at least 10 feet straight toward a creature before hitting it with an unarmed strike, spend one Cosmos Point, the attack crackles with storm power and deals an additional 2d6 lightning damage on a hit.
You must land within 5 feet of the target to use this technique.

Canis Major — The Great Dog

Passive — Sirius Sprint: Your speed increases by 5 feet.
Damage Type: Fire
Technique — Sirius Fang: Spend one Cosmos Point as an Action; You make a lunging strike against a creature within 10 feet, dealing additional 2d6 fire damage on a hit.

Canis Minor — The Little Dog

Passive — Starhound Instinct: You have advantage on checks to track creatures (Survival).
Damage Type: Lightning
Technique — Starhound Dash: You can expend one Cosmos Point as a bonus action; You move 20 feet in a straight line without provoking opportunity attacks.

Cassiopeia — The Queen

Passive — Regal Bearing: You gain a +1 bonus to Persuasion checks.
Damage Type: Radiant
Technique — Royal Mandate: When you strike a creature, you can spend a Cosmos Point to make it do a Wisdom saving throw. On a failed save, that creature is charmed by you until the end of your next turn.

Cepheus — The King

Passive — King’s Presence: You have advantage on Intimidation checks.
Damage Type: Force
Technique — King’s Decree: When you hit a creature with an attack, you may spend one Cosmos Point to force it to be pushed 15 feet with no saving throw.

Cetus — The Sea Monster

Passive — Abyssal Lungs: You can hold your breath 10 times longer than normal.
Damage Type: Cold
Technique — Abyssal Crush: When you grapple a creature successfully, you can spend one Cosmos Point. While you are grappling a creature, it takes cold damage equal to your Martial Arts die at the start of each of its turns.

Corvus — The Raven

Passive — Raven’s Talons: You have advantage on Sleight of Hand checks.
Damage Type: Necrotic
Technique — Shadow Peck: On a hit, spend one Cosmos Point; the target takes necrotic damage and suffers reduced healing until the end of its next turn (healing it receives is halved).

Crux — The Southern Cross

Passive — Guiding Star: You can cast light at will.
Damage Type: Radiant
Technique — Cross Flash: You emit a burst of radiant brilliance. As a bonus action and spending one Cosmos Point, each creature within 10 feet must make a Constitution saving throw or take 2d6 radiant damage. On a success, they take half damage.

Cygnus — The Swan

Passive: Move across water
Damage Type: Cold
Technique — Diamond Dust:
You unleash a freezing burst of glittering shards that bite into everything before you.
As an action and spending one Cosmos Point, you exhale or project a 15‑foot cone of razor‑cold particles. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes cold damage equal to two rolls of your Martial Arts die and its speed is halved until the end of its next turn. On a successful save, it takes half damage and its speed is not reduced.

Delphinus — The Dolphin

Passive — Ocean Dancer: You gain a swim speed equal to your walking speed.
Damage Type: Thunder
Technique — Tidal Echo: You release a sonic pulse. By expending a Cosmos Point and using an action, one creature you target takes 2d6 thunder damage and must succeed on a Constitution saving throw or be deafened until the end of its next turn.

Draco — The Dragon

Passive: Fire resistance; +1 AC (stacks with cloth bonus)
Damage Type: Fire
Technique — Dragon Spiral:
You whirl with draconic ferocity, your strikes carving a spiraling arc of force.
As an action and using one Cosmos Point, you spin in place and unleash a sweeping series of blows. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes damage equal to one roll of your Martial Arts die + your ability modifier. On a successful save, it takes half as much damage.

Hercules — The Champion

Passive — Hero’s Might: You gain a +1 bonus on Strength checks.
Damage Type: Force
Technique — Heroic Uppercut: When you hit a creature with an unarmed strike, you may spend one Cosmos point to launch it 10 feet upward. It falls immediately unless it can hover.

Hydra — The Serpent

Passive — Serpent’s Resilience: You have advantage on saving throws against poison.
Damage Type: Poison
Technique — Venom Flurry: When you use Flurry of Blows, spend one Cosmos Point, each hit deals additional poison damage equal to one roll of your Martial Arts die.

Lupus — The Wolf

Passive — Keen Scent: You have advantage on Perception checks that rely on smell.
Damage Type: Slashing (magical)
Technique — Lunar Fang: Spend one Cosmos Point; Your next successful hit deals an additional 2d6 slashing damage.

Lyra — The Harp

Passive — Virtuoso’s Grace: You have advantage on Performance checks.
Damage Type: Thunder
Technique — Resonant Strike: You unleash a harmonic shockwave. By using one Cosmos Point as a bonus action, each creature within 10 feet of you must make a Constitution saving throw or take thunder damage equal to two of your Martial Arts Dice.

Orion — The Hunter

Passive: +10 ft darkvision
Damage Type: Force
Technique — Hunter’s Mark of Stars:
You brand your foe with a glimmering astral sigil, guiding your strikes with cosmic precision.
As a bonus action and spending one Cosmos Point, you mark one creature you can see within 60 feet with a faint constellation of starlight. The next three attacks you hit that creature with deal an additional 1d4 force damage each. The mark fades early if you apply it to a different creature.

Pegasus — The Winged Horse

Passive: No fall damage; +10 ft jump distance
Damage Type: Radiant
Technique — Comet of the Pegasus Kick:
You launch yourself like a falling star, crashing into your foe with blazing force.
As part of the same action used to make an unarmed strike, you can spend one Cosmos Point to leap up to 20 feet in a straight line toward a creature you can see. This movement does not provoke opportunity attacks. If you end this leap adjacent to the target, you make the attack with a burst of celestial impact, dealing an additional 2d6 radiant damage on a hit.

Perseus — The Hero

Passive: +2 to initiative
Damage Type: Radiant
Technique — Gorgon Breaker:
You channel petrifying force into a single, devastating blow.
When you hit a creature with a melee attack, you can spend one Cosmos Point to force it to make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn. A creature that succeeds on the save is immune to this technique for 24 hours.

Phoenix — The Immortal Bird

Passive: Once per long rest, stay at 1 HP instead of dropping
Damage Type: Fire
Technique — Phoenix Rebirth: 
Your inner flame surges, mending your wounds with radiant renewal.
As a bonus action and using one Cosmos Point, you ignite your life force with phoenix‑like vigor. You regain hit points equal to your Wisdom modifier + your monk level. Once you use this technique, you cannot use it again until you finish a short or long rest.

Scutum — The Shield

Passive — Guardian’s Resolve: You gain a +1 bonus to all saving throws.
Damage Type: Radiant
Technique — Aegis Guard: When you take damage, you can spend one Cosmos point to reduce it by an amount equal to your monk level + your Wisdom modifier.

Ursa Major — The Great Bear

Passive — Great Bear’s Hide: Your AC increases by 1 (this bonus stacks with your Cloth’s AC bonus).
Damage Type: Bludgeoning (magical)
Technique — Northern Slam: When you hit a creature with a melee attack, spend one Cosmos Point: it is knocked prone automatically. You can only use this ability on the one creature at a time and cannot repeat it on the same creature until after 1 minute.

Ursa Minor — The Little Bear

Passive — Polaris Sense: You always know the direction of true north.
Damage Type: Cold
Technique — Polaris Flash: As a bonus action and spending one Cosmos Point, you teleport up to 10 feet to an unoccupied space you can see and make an unarmed strike as part of the same action.

Vulpecula — The Fox

Passive — Fox’s Cunning: You have advantage on Stealth checks.
Damage Type: Psychic
Technique — Trickster Mirage: You can spend one Cosmos point as a bonus action to become invisible until the end of your next turn or until you make an attack.

Zodiac Acsension

Your Cosmos deepens, allowing you to attune to a Zodiac Cloth, a higher celestial mantle.

Choose one Zodiac Cloth from the list of 12 Zodiac Signs.
Each Zodiac Cloth grants:

  • A Zodiac Passive (active while your Cloth is manifested)
  • A Zodiac Technique (costs 1 Cosmos)
  • +1 AC (stacks with your Celestial Cloth)
Aquarius — Water Bearer’s Surge

Passive — Storm‑Tide Resilience: You gain resistance to cold and lightning damage.
Damage Type: Cold
Technique — Frost Pulse: Spend one Cosmos Point: Creatures within 5 feet of you must make a Dexterity saving throw or take cold damage equal to your Martial Arts Die.

Aries — Meteor Fist

Passive — Comet Dash: Your battle‑pace ignites; your speed increases by 10 feet.
Damage Type: Radiant
Technique — Meteoric Flurry: As a bonus action and using a Cosmos Point, you unleash two rapid strikes. Each hit deals extra radiant damage equal to your proficiency bonus.

Cancer — Shell of the Deep

Passive — Abyssal Carapace: At the start of each of your turns in combat, you gain temporary hit points equal to your Wisdom modifier.
Damage Type: Necrotic
Technique — Death‑Chill Palm: On a hit, the target makes a Constitution saving throw or suffers disadvantage on attack rolls until the start of your next turn.

Capricorn — Horn of Winter

Passive — Mountain‑Goat Agility: You gain a climb speed equal to your walking speed.
Damage Type: Cold
Technique — Winter’s Edge: On a hit, spend one Cosmos point to make the target’s speed reduce by 10 feet until the end of its next turn.

Gemini — Dual Cosmos

Passive — Astral Twin: Once per Cloth activation, you conjure one illusory duplicate, functioning like a single image from Mirror Image.
Damage Type: Psychic
Technique — Dimensional Strike: On a hit, you can spend one Cosmos Point to force the target to make a Wisdom saving throw. On a failure, it is banished to a pocket dimension for 1d4 rounds or until you fall unconscious.

Leo — Lion’s Roar

Passive — Regal Voltage: Add your Charisma modifier to the lightning damage you deal.
Damage Type: Lightning
Technique — Thunderous Roar: By spending one Cosmos Point as a bonus action: You emit a 10‑foot cone of lightning. Creatures in the area make a Dexterity saving throw, taking lightning damage equal to your Martial Arts die on a failure. Creatures that succeed take half damage.

Libra — Balance Break

Passive — Harmonic Strikes: When you activate this Cloth, choose a damage type; your unarmed strikes deal that type.
Damage Type: Varies
Technique — Equilibrium Blow: Your next successful hit deals an extra 1d8 of the chosen damage type.

Pisces — Tidal Grace

Passive — Healing Flow: Whenever you receive healing, increase the amount restored by your Wisdom modifier.
Damage Type: Radiant
Technique — Ocean’s Renewal: As an action and spending one Cosmos Point, you restore hit points equal to your Wisdom modifier + your monk level.

Sagittarius — Star Arrow

Passive — Celestial Range: Your ranged monk attacks have 20 feet of additional range.
Damage Type: Radiant
Technique — Astral Shot: Spend one Cosmos Point; Make a ranged unarmed strike that deals 2d6 radiant damage on a hit.

Scorpio — Scarlet Sting

Passive — Venom Pulse: The first creature you hit each turn takes an extra 1d4 poison or psychic damage (your choice).
Damage Type: Poison or Psychic
Technique — Scorpion’s Kiss: On a hit and spending one Cosmos Point (once per enemy), the target makes a Constitution saving throw or becomes poisoned until the end of your next turn. If a creature is hit by this technique successfully 15 times, it suffers three failed death saves, killing it instantly.

Taurus — Great Horn

Passive — Unyielding Strength: You have advantage on Strength checks.
Damage Type: Force
Technique — Horn Charge: When you hit a creature with a melee attack, you can spend one Cosmos Point: it must make a Strength saving throw or be pushed 20 feet and knocked prone.

Virgo — Purity Palm

Passive — Immaculate Form: When you activate this Cloth, choose one condition; you are immune to that condition for the duration.
Damage Type: Radiant
Technique — Blinding Palm: On a hit and spending one Cosmos Point, the target makes a Wisdom saving throw or becomes blinded until the end of your next turn.

Starlight Techniques

Starlight Dash
Cost: 1 Cosmos
Teleport 20 ft as a bonus action; your next attack has advantage

Nebula Guard
Cost: 1 Cosmos, Reaction
Reduce damage by 1d10 + Wis mod + monk level.
If reduced to 0, deal radiant or psychic damage equal to Wis mod.

Seventh Sense

You awaken a heightened state of Cosmos.
As a bonus action, spend 3 Cosmos Points to enter the Seventh Sense for 1 minute.
While active:

  • You have advantage on attack rolls
  • Your movement speed doubles
  • You gain resistance to bludgeoning, piercing, and slashing damage
  • Your unarmed strikes deal an extra 1d8 radiant or psychic damage
  • You can see invisible creatures and into the Ethereal Plane

You may use this feature once per long rest, or spend 5 Cosmos Points to use it again.

Eighth Sense

You transcend mortal limits.
As an action, spend 5 Cosmos Points to activate the Eighth Sense for 1 minute. (If you are reduced to 0 hit points, you can use this as a Reaction)
While active:

  • You remain conscious at 0 hit points
  • You automatically succeed death saving throws
  • You can move through creatures and objects as difficult terrain
  • Your unarmed strikes deal force damage
  • When you reduce a creature to 0 hit points, you regain 1 Cosmos Point

Once you use this feature, you cannot use it again until you finish a long rest

Comments

Posts Quoted:
Reply
Clear All Quotes