Monk
Base Class: Monk

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty. Monks who master the astral self are adept in the flow of time of the astral plane and can project that onto the realm they reside in.

Shimmer Of The Astral Self

 

3rd-level Way of the Astral Self feature

Your mastery of your own spiritual energy allows you to manifest a faint projection of your astral self. As a Bonus Action, you can spend 1 Focus Point to summon this spectral figure. When you do so, each creature of your choice 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.

The spectral figure represents your fighting spirit and hovers near you for 10 minutes. It vanishes early if you have the Incapacitated condition or die. While the figure is present, you gain the following benefits:

  • Astral Strength. You can use your Wisdom modifier in place of your Strength modifier for Strength checks and Strength saving throws. You can also use your Wisdom modifier in place of your Strength modifier when calculating your jump distance, your Grapple and Shove save DCs, and your carrying capacity.

  • Astral Strikes. You can use the spectral figure to make Unarmed Strikes. When you make an Unarmed Strike with the figure on your turn, your reach for that attack increases by 5 feet. You can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of these strikes. Their damage type is Force.

Complete Manifestation

6th-level Way of the Astral Self feature

You can manifest the complete form of your astral self, a spectral figure embodying your fighting spirit. As a Bonus Action, or as part of the Bonus Action used to summon your initial astral form, you can spend 1 Focus Point to summon the complete form of your astral self for 10 minutes. It vanishes early if you have the Incapacitated condition or die.

While your complete astral self is present, you gain the following benefit:

Time Stop. You can stop time for 6 seconds, allowing you to take an additional turn immediately. This turn takes place outside the normal turn order. During this turn, you can move and interact with creatures and objects without causing time to resume, but you cannot cast spells. You have Advantage on all attack rolls you make during this turn, and creatures have Disadvantage on saving throws against effects you cause during this turn. Additionally, creatures other than you can not use reactions and effects that would require time to be moving don't work because time is frozen for them.

You can use Time Stop as a Bonus Action on your turn or as a Reaction when a creature you can see or hear takes an action, makes an attack, or casts a spell. Once you use Time Stop, you can't use it again until the end of your next turn, not including the time stopped turn.

At the end of the additional turn, you must succeed on a Constitution saving throw or gain 1 level of Exhaustion. The DC equals 4 times the number of times you have used Time Stop since your last Long Rest, including the current use.

If you use Time Stop as a Reaction, your Speed is halved on your next turn, and you can take only an action or a Reaction on that turn.

Time Stop is not a magical effect and is unaffected by effects such as Antimagic Field.

Evolved Astral Self

11th-level Way of the Astral Self feature

Your astral self has evolved to better suit your needs, granting you the following benefits:

  • Spiritual Defense. While your astral self is present, you gain a +1 bonus to AC and a +1 bonus to Constitution, Strength, and Dexterity saving throws.

  • Empowered Strike. Once on each of your turns, when you hit a creature with an Unarmed Strike made through your astral self, you can deal extra damage to the target equal to one roll of your Martial Arts die.

  • Quick Time Stop. When a creature hits you with an attack, you can take a Reaction and spend 1 Focus Point to teleport up to 15 feet to an unoccupied space you can see. The space must be one you could reach using your normal movement, and you can't teleport through barriers or into otherwise inaccessible spaces. If the attack can't reach you in your new location, it misses instead. You can also use this feature as a Bonus Action on your turn.

Awakened Astral Self

17th-level Way of the Astral Self feature

While your astral self is awakened, you gain the following benefits:

  • Armor of the Spirit. You gain a +2 bonus to AC.

  • Astral Barrage. When you take the Attack action on your turn and make two attacks using your astral self, you can make three attacks instead, provided all three attacks are made using your astral self.

  • My World. This benefit replaces the Constitution saving throw limitation of your Time Stop feature. You can use Time Stop any number of times without making a saving throw, provided you haven't used it within the past minute. If you use Time Stop more than once within 1 minute, you must make a Constitution saving throw at the end of each use after the first within that period. The DC equals 4 times the number of times you have used Time Stop within that 1-minute period. On a failed save, you gain 1 level of Exhaustion.

Way Of The Astral Self (Remastered 5.5E) Image

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