Base Class: Monk
Touched by forces of chaos beyond their understanding, Monks of the Way of the Fractured Star channel their spiritual projections in forms determined by fate and their control of fate alone. With wild magic flowing through their mind as much as their body, channeling this energy never leads to a predictable outcome.
Arms of the Fractured Star
At 3rd level, the wild magic embedded in your chakra allows you to summon an avatar born from wild magic. As a bonus action, you can spend 1 focus point to summon your stand. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, your stand hovers above your shoulders or envelopes your body (your choice). You determine the stand's appearance, and it vanishes early if you are incapacitated or die.
While your stand is present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the stand to make unarmed strikes.
- When you make an unarmed strike with your stand on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with your stand can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is determined by a d6 (1: fire, 2: cold, 3: lightning, 4: psychic, 5: force, 6: radiant). This damage type persists as long as the Arms are present.
- Once per turn when you hit with an unarmed strike, roll on the Astral Surge Table.
You can spend additional Focus Points when triggering an Astral Surge to trigger one of the following effects immediately after rolling on the Astral Surge Table:
- 1 FP: Roll twice and choose either result.
- 2 FP: Increase the damage induced by Astral Surge by one Martial Arts die (even if effect does not cause damage).
- 3 FP: Target creatures automatically fail the first saving throw induced by the Astral Surge.
You may only enhance one Astral Surge per turn.
Astral Surge Table (d12)
| d12 | Astral Surge Effect (DC {{savedc:wis}}) |
| 1 | Killer Queen: The target and each creature within 10 feet of it (including the user) take force damage equal to two Martial Arts die as your fist explodes with wild energy. |
| 2 | ORA ORA: You immediately make another unarmed strike against a different creature within reach (including allies if no other targets). |
| 3 | Instant Transmission: You teleport up to 20 feet to an unoccupied space you can see (sound effect not included). |
| 4 | Blinded by Light: Intensely powerful light flashes as you strike. Target must make a Constitution save or be blinded until the end of its next turn. |
| 5 | C-Moon: The target is pulled adjacent to you and must succeed on a Strength save or be knocked prone. |
| 6 | Red Hot Chili Pepper: Lightning bursts from your fists, arcing from the target to another creature of your choice within 15 feet, dealing lightning damage equal to two Martial Arts die. |
| 7 | A. Phex Predator: An illusory copy of you and your stand appears until the start of your next turn, during which attack rolls against you have disadvantage. |
| 8 | Magican's Red: The target must make a Wisdom saving throw or take fire damage equal to your Wisdom modifier and cannot take reaction until the end of its next turn as the target is overwhelmed with thoughts of burning alive. |
| 9 | The World: Your movement speed increases by 20 feet until the end of your turn, and movement does not provoke opportunity attacks. |
| 10 | Echoes: The target is forced to repeat the last word it spoke over and over until the end of its next turn, during which the target has disadvantage on the next attack roll it makes. |
| 11 | Stone Ocean: Until the start of your next turn, the area within 10 feet of the target is difficult terrain as the earth beneath it becomes unstable. |
| 12 | Bizarre Burst: Roll twice more on this table and apply both results. |
Saving throw DC = 8 + Proficiency bonus + Wisdom modifier ({{savedc:wis}})
Redirection of Fate
Starting at 6th level, when you roll on the Astral Surge Table, you may reroll once, but you must use the new roll. You may use this feature a number of times equal to your proficiency bonus, with charges resetting on a short rest.
Ritual Chaos
Your body learns to channel its magical instability through your Monk training. Whenever you use a Monk's Focus ability (Step of the Wind, Flurry of Blows, Patient Defense), you may spend 1 additional Focus Point to trigger an Astral Surge effect without requiring a successful hit.
Flow State
Starting at 11th level, you’ve honed your awareness and reflexes with your stand, entering a state of heightened focus in battle. While Arms of the Fractured Star is active you roll twice on the Astral Surge Table when rolling. You may choose either result, or both if you choose to spend an additional Focus Point. Additionally, your unarmed strikes deal additional damage equal to your Wisdom modifier.
Bizarre Rejuvenation
Whenever you trigger Bizarre Burst on the Astral Surge Table, you gain temporary hit points equal to your Monk level.
Avatar of the Fractured Star
Upon reaching 17th level, you've developed the ability to use your mind and body as a fully realized vessel for your stand, becoming a living conduit of magical entropy. As a Bonus Action, you can spend 5 Focus Points to enter an awakened state for 1 minute.
For the duration:
- Astral Surge effects trigger on every unarmed strike instead of once per turn.
- You can apply one surge enhancement each turn without spending Focus Points.
- You gain a flying speed equal to your walking speed.
- Every time you spend Focus Points, roll a d20. If you roll an 11 or higher, you regain half the Focus Points spent (rounded up).
Additionally, whenever you roll Bizarre Burst, roll three additional times instead of two.
Previous Versions
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5/26/2026 7:09:05 PM
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