Monk
Base Class: Monk

Warriors of the Seven Stars are monks who train their bodies, minds, and spirits to learn a secretive art passed down from generation to generation for centuries. They look to the stars and constellations for guidance, using their patterns to map vital points within all beings. Through this discipline, they master the flow of internal energy within themselves and others, adapting other combat styles into their own.

Level 3: Constellation Breathing

You learn to unleash the full capabilities of your body and senses through a breathing technique. At the start of your turn (no action required), you can expend 1 Focus point to enter Constellation Breathing, which lasts for 10 minutes. The effect ends early if you are Incapacitated or if you dismiss it (no action required).

While Constellation Breathing is active, you gain the following benefits:

Empowered Body. You count as one size larger when determining your Carrying Capacity and the weight you can push, drag, or lift. In addition, you can use your Wisdom modifier in place of your Strength modifier for Strength checks and Strength saving throws.

Focused Strikes. You may use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of Unarmed Strikes.

Swift-Footed. Your speed increases by 10 feet.

Awakened Senses (At Higher Levels)
Starting at Level 6, while Constellation Breathing is active, you gain Blindsight for 10 feet.

Level 3: Stellar Intuition

The stars above shine a path for you. Whenever you make an Ability Check, you can take a Reaction to spend 1 Focus Point and add a roll of your Martial Arts die to the Ability Check after seeing the roll but before seeing the result.

Level 6: Star Techniques

You learn to enhance your strikes further with precise applications of your internal energy and target the essence within beings. These techniques are known as Star Techniques. You can use a Star Technique once per turn.

Saving throws.
If a Star Technique requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry Techniques
Star Techniques that are triggered by an Unarmed Strike can be used in Flurry of Blows without spending a Focus Point on it. You can still only use one Star Technique per turn. When used in this way, the technique can’t impose a saving throw on the target.

Prepared Star Techniques
You know all of the following techniques listed at the end of this subclass, but you can only prepare two after finishing a Short or Long Rest. You can change any Star Techniques you prepared after finishing a Short or Long Rest. The number of Star Techniques you can prepare increases as you gain levels in this class, indicated by the table below.

Levels Star Techniques Prepared
6 2
11 4
17 6

Level 11: Fated Surge

Your internal energy aligns with the stars and surges through your techniques. When you expend at least 1 Focus Point to use a Star Technique, you can expend an additional Focus Point to invoke one of the Surges below, empowering that use of the technique. This benefit cannot be used on a Flurry Technique.

Guiding Light. When you use a Star Technique other than Destructive Palm, choose one creature within 30 feet of you that you can see (including yourself). The creature regains Hit Points equal to one roll of your Martial Arts die plus your Wisdom modifier.

Spirit Shock. The technique deals extra damage equal to one roll of your Martial Arts die plus your Wisdom modifier. One target has Disadvantage on the saving throw against the triggering Star Technique.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest. When you roll Initiative, you regain one use of Fated Surge when you have no uses available.

Level 17: Void Rebirth

The limitations on your body, mind, and spirit have been broken entirely through your mastery of vital energy and alignment with the stars. You can expend 3 Focus Points and unleash a transcendent state at the start of your turn, entering the boundary between life and death. Void Rebirth lasts for one minute and ends early if you are Incapacitated or if you dismiss it (no action required).

While Void Rebirth is active, you gain the following benefits:

Empty Mind. Your mind is one with nothingness, clear from any distractions. You can add your Wisdom modifier to Intelligence and Charisma saves. Additionally, once per round, when you fail a saving throw, you can use your Reaction to gain a +4 bonus to that saving throw. After using this Reaction, you can’t use Star Techniques until the end of your next turn.

Spiritual Resonance. Stepping into the void between life and death allows you to draw upon the fallen souls of the world, allowing them to channel their power through you. On your damage rolls, you may freely change the damage type of your Unarmed Strikes and subclass features to Cold, Fire, Force, Necrotic, Piercing, Psychic, Radiant, or Slashing, instead of its normal damage type.

Void Soul. You may move through creatures and objects as if they were difficult terrain, and you cannot be Grappled or Restrained. If you end your turn within an object or creature, you are shunted out to the nearest unoccupied space.

Level 6: Prepared Star Techniques

The Star Techniques are presented here in alphabetical order.

Bloodletting Point

Once per turn when you hit a creature with an Unarmed Strike, you can expend 1 Focus Point and rupture them from within. The target receives extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier and the creature is unable to regain Hit Points until the end of your next turn. If the target is undead, the damage is Radiant instead.

Curing Point

As an action, you can expend 1 Focus Point and touch a creature to restore its vitality. The creature recovers Hit Points equal to one roll of your Martial Arts die plus your Wisdom modifier (minimum of 1), or you can end one of the following conditions affecting it: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned.

When you use Flurry of Blows, you can replace one of the Unarmed Strikes with this feature without expending a Focus Point. You can still use only one Star Technique per turn.

Destructive Palm

When you take the Attack Action, you can replace one of your attacks with this technique. You can expend 1 Focus Point to release a surge of internal energy in a 30-foot Cone or a 90-foot Line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes Radiant damage equal to one roll of your Martial Arts die plus your Wisdom modifier and is pushed up to 15 feet away from you. On a successful save, it takes half as much damage and suffers no additional effect.

You can expend one additional Focus Point when you use this feature to increase the damage by one roll of your Martial Arts die plus your Wisdom modifier.

While Destructive Palm is one of your prepared Star Techniques, you know the Starry Wisp cantrip. It uses Wisdom as its spellcasting ability, and you are proficient with it.

Hundred Fists

Once per turn when you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to unleash a barrage of strikes. The target takes extra Force damage equal to one roll of your Martial Arts die plus your Wisdom modifier, and must succeed on a Strength saving throw. On a failed save, the creature is also pushed up to 15 feet away from you. On a successful save, the target takes the extra damage but is not moved.

Lightning Step

When you use Step of the Wind, you can expend 1 Focus Point to emit bioelectricity in your movement without provoking Opportunity AttacksOnce during that movement, when you move within 5 feet of a creature, you can make one Unarmed Strike against it. On hit, this unarmed attack deals Lightning damage equal to one roll of your Martial Arts die plus your Wisdom modifier instead of the normal damage, and the creature's speed is halved until the start of your next turn.

Meteor Crash

Once per turn when you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to empower your strike and disorient the target. The target takes extra Force damage equal to one roll of your Martial Arts die, and it must make a Wisdom saving throw. On a failed save, it can't take Reactions until the end of your next turn. On a successful save, it can't make Opportunity Attacks until the end of your next turn.

Rising Star

Once per turn when you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to attempt to launch them upward. The target takes Radiant damage equal to one roll of your Martial Arts die, and it must make a Strength saving throw. On a failed save, the creature is pushed 20 feet straight up and immediately falls, taking falling damage as normal and landing Prone. On a successful save, the target takes the extra damage but is not moved.

Shattering Point

Once per turn when you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to weaken their spirit. The target takes Psychic damage equal to one roll of your Martial Arts die, and it must make a Wisdom saving throw. On a failed save, the creature subtracts one roll of your Martial Arts die from the next attack roll and the next saving throw it makes before the end of your next turn. On a successful save, the target takes the extra damage but is not weakened.

Stellar Reversal

You can heighten your defenses, bracing yourself against incoming attacks. When a creature makes a melee attack roll targeting you, you can use your Reaction and expend 1 Focus Point to receive a +2 bonus to your AC until the end of your next turn, including against the triggering attack. If you receive damage from the attack, you can channel the negative internal energy from the blow and deal Force damage equal to 2d6 plus your Wisdom modifier to the creature.

Tranquil Point

As an Action, you can expend 1 Focus Point to touch a creature and soothe their fighting spirit, easing any pain or aggression the creature is undergoing. The creature must make a Charisma saving throw. On a failed save, they are Charmed by you until the end of your next turn. The creature also has Disadvantage on attack rolls and hostile ability checks. On a successful save, they can't make Opportunity Attacks until the end of your next turn. The creature has Advantage on attack rolls against you until the end of your next turn.

When you use Flurry of Blows, you can replace one Unarmed Strike with this feature without expending a Focus Point. You can still use only one Star Technique per turn.

Warrior Of The Seven Stars Image

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