Base Class: Monk
A school of thought among monks who strongly practice and believe in Astral projection is that, if one's force of will is strong enough, then the projection of one's soul may be able to temporarily manifest into the physical plane. A small, but almost legendary, group of monks, have succeeded in doing so. Using this ability in battle in order to add the pure force of their iron will to very blow, they are truly fearsome opponents.
Using Ki, you are able to enter a "Wakeful Meditation" state, allowing you to see your surroundings, and respond to them, even while concentrating, and allowing your soul to almost completely leave your body to perform actions alongside you. The form your soul, or Astral Projection/Astral Body takes is not connected to your physical form, but rather, to the shape of your "Inner Self". Your motivations... your spirit...your strength. As such, it can physically resemble anything, but will typically remain at least vaguely humanoid in shape. Your Astral Body only has a range of 5 meters, but as you grow, both as a warrior, and as a person, and your soul shifts and changes, it will change to reflect that, both in appearance, and in power. Once "Activated" by spending Ki, your Projection will remain until the next time you take damage, after which it will have to be re-activated by spending another Ki point. However, while it is activated, any actions and Bonus actions you take will receive benefits, as your Astral and Physical Bodies perform these actions in perfect sync, in an impressive display in power over both mind, and body. Activating your Astral Body is instinctive... an automatic response, and thus, if a free action, and can have other ki-abilities stacked onto it.
However, the Limitations of your Astral body can be tested, and surpassed with time, as your resolve strengthens.
Astral Projection
In the middle of combat, at the center of all that violence, noise, and chaos... you feel your body relax, and your focus become crystal clear. Your unwavering resolve, in this moment, allows you to project your soul outside your own body, and add it's abilities to your own. Starting at Level 3, this means that every attack your Physical body makes is mirrored by your Astral Body, and the two of you work in perfect tandem. This means that as long as this trait is active, your attacks that hit can double their damage, Your jumps are now twice as high, and can go twice as long. You can double your lift/Carry weight, and have advantage on strength checks as well as to grapple.
Currently, your Astral Body cannot add bonuses to it's attacks, can only perform the same actions as you do, and attacks with the same rolls to hit as you do. It's attacks do the same damage as your own, but currently without modifiers, so you will be rolling attacks as normal. With the exception of that you get to add your monk level to your Astral Body's attacks.
You may choose 1 Upgrade to train for at this level:
Aerial Combat
While your Astral Body is active, you are able to attack, grapple, grab, or jump, even while in the air, whether you be falling, where thrown, or choose to do so mid-jump.
Astral Claw
As a Bonus Action, you may use "Astral Claw"... Your Astral Body is able to extend it's fingers, and claw at, or extend it's arm to punch, a single opponent 10ft away. This does as much damage as one of your punches, but you cannot add modifiers to it at this time.
Drive By
While moving, you may spend a Ki as a reaction to quickly make a single unarmed strike against a single creature you pass along your way
Mental Fortitude
Now, when you use Patient Defense, your Astral Body will move to Guard you, allowing you to add your Dexterity Modifier to your AC.
Punch Through
If you spend a Ki to use this ability, Opponents you and your Astral Body attack with an unarmed strike in tandem, your opponent must make a Strength Save against your Ki save DC, or will be knocked prone.
Targeted Attack
You may spend a ki point when attacking to target a particular part of the body to gain an effect... enemy takes the damage of the blow, and you spend a Ki point... allowing both you and your projection to narrow in on a precise location on the nervous system, allowing you to paralyze limbs, limited the ability of your opponent to attack or move. You may target your opponent's jaw to forcibly dislocate it, preventing spell castors from casting spells that require verbal components, or the eyes to blind your opponent, and so on. If your opponent is larger then you, you may jump, run up their bodies, etc, to perform these moves before attacking mid-air or mid-movement, but you MUST have the required movement available for these things, or succeed an acrobatic check. (Might require Aerial Combat)
Tough as Metal
You may now add your modifiers to your Astral Self's attacks as well as your own, and may choose a second upgrade from the list.
- Astral Claw: As a Bonus Action, you may use "Astral Claw"... Your Astral Body is able to extend it's fingers, and claw at, or extend it's arm to punch, a single opponent 10ft away. This does as much damage as one of your punches, but you cannot add modifiers to it at this time.
- Targeted Attack: You may spend a ki point when attacking to target a particular part of the body to gain an effect... enemy takes the damage of the blow, and you spend a Ki point... allowing both you and your projection to narrow in on a precise location on the nervous system, allowing you to paralyze limbs, limited the ability of your opponent to attack or move. You may target your opponent's jaw to forcibly dislocate it, preventing spell castors from casting spells that require verbal components, or the eyes to blind your opponent, and so on. If your opponent is larger then you, you may jump, run up their bodies, etc, to perform these moves before attacking mid-air or mid-movement, but you MUST have the required movement available for these things, or succeed an acrobatic check. (Might require Aerial Combat)
- Aerial Combat: While your Astral Body is active, you are able to attack, grapple, grab, or jump, even while in the air, whether you be falling, where thrown, or choose to do so mid-jump.
- Drive By: While moving, you may spend a Ki as a reaction to quickly make a single unarmed strike against a single creature you pass along your way
- Punch Through: If you spend a Ki to use this ability, Opponents you and your Astral Body attack with an unarmed strike in tandem, your opponent must make a Strength Save against your Ki save DC, or will be knocked prone.
- Mental Fortitude: Now, when you use Patient Defense, your Astral Body will move to Guard you, allowing you to add your Dexterity Modifier to your AC.
Star Power
Your Astral Body and Physical Body may now act together, or Separately. It's actions, bonus actions, and reactions, are considered separate from your own. You now both use different attack rolls, and can perform separate actions while working together... such as your body grappling an opponent, or throwing them up into the air for your Astral Body to rain blows down upon.
Now, instead of losing your Astral Body when you take damage, you may make a Concentration (CON) Save, to see if you can maintain your focus despite the impact of the Blow.
You may now choose third Upgrade for your Astral Body out of the following;
- Astral Claw: As a Bonus Action, you may use "Astral Claw"... Your Astral Body is able to extend it's fingers, and claw at, or extend it's arm to punch, a single opponent 10ft away. This does as much damage as one of your punches, but you cannot add modifiers to it at this time.
- Targeted Attack: You may spend a ki point when attacking to target a particular part of the body to gain an effect... enemy takes the damage of the blow, and you spend a Ki point... allowing both you and your projection to narrow in on a precise location on the nervous system, allowing you to paralyze limbs, limited the ability of your opponent to attack or move. You may target your opponent's jaw to forcibly dislocate it, preventing spell castors from casting spells that require verbal components, or the eyes to blind your opponent, and so on. If your opponent is larger then you, you may jump, run up their bodies, etc, to perform these moves before attacking mid-air or mid-movement, but you MUST have the required movement available for these things, or succeed an acrobatic check. (Might require Aerial Combat)
- Aerial Combat: While your Astral Body is active, you are able to attack, grapple, grab, or jump, even while in the air, whether you be falling, where thrown, or choose to do so mid-jump.
- Drive By: While moving, you may spend a Ki as a reaction to quickly make a single unarmed strike against a single creature you pass along your way
- Punch Through: If you spend a Ki to use this ability, Opponents you and your Astral Body attack with an unarmed strike in tandem, your opponent must make a Strength Save against your Ki save DC, or will be knocked prone.
- Mental Fortitude: Now, when you use Patient Defense, your Astral Body will move to Guard you, allowing you to add your Dexterity Modifier to your AC.
Unbreakable Resolve
Your physical abilities when Astral Body is active are now Double what they were, and Astral Body no longer costs any Ki to Activate, and can instead now be done as a Bonus Action.
You may also select your forth and final upgrade...
- Astral Claw: As a Bonus Action, you may use "Astral Claw"... Your Astral Body is able to extend it's fingers, and claw at, or extend it's arm to punch, a single opponent 10ft away. This does as much damage as one of your punches, but you cannot add modifiers to it at this time.
- Targeted Attack: You may spend a ki point when attacking to target a particular part of the body to gain an effect... enemy takes the damage of the blow, and you spend a Ki point... allowing both you and your projection to narrow in on a precise location on the nervous system, allowing you to paralyze limbs, limited the ability of your opponent to attack or move. You may target your opponent's jaw to forcibly dislocate it, preventing spell castors from casting spells that require verbal components, or the eyes to blind your opponent, and so on. If your opponent is larger then you, you may jump, run up their bodies, etc, to perform these moves before attacking mid-air or mid-movement, but you MUST have the required movement available for these things, or succeed an acrobatic check. (Might require Aerial Combat)
- Aerial Combat: While your Astral Body is active, you are able to attack, grapple, grab, or jump, even while in the air, whether you be falling, where thrown, or choose to do so mid-jump.
- Drive By: While moving, you may spend a Ki as a reaction to quickly make a single unarmed strike against a single creature you pass along your way
- Punch Through: If you spend a Ki to use this ability, Opponents you and your Astral Body attack with an unarmed strike in tandem, your opponent must make a Strength Save against your Ki save DC, or will be knocked prone.
- Mental Fortitude: Now, when you use Patient Defense, your Astral Body will move to Guard you, allowing you to add your Dexterity Modifier to your AC.
Previous Versions
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10/21/2019 12:26:34 AM
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Coming Soon
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