Base Class: Monk
The ethereal knights among the monastic traditions. Founded by Grandmaster Salazar Seitz, the monks of the Argent Enclave dedicate themselves to the control and manipulation of the forces of the Astral Plane. They use this power to augment their attacks, destroy their enemies, and even to protect themselves or others.
Astral Healing
Starting at the 3rd level, you have a pool of astral energy that refills when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x5.
As an action, you can touch a creature and heal them, drawing power from the pool to restore a number of hit points to the creature, up to the maximum among remaining in the pool.
Alternatively, you can spend 5 hit points from the pool to cure one disease or poison affecting a creature.
Argent Aura
Starting at the 6th level, whenever you or an ally within 10 feet must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1). You must be conscious to grant this bonus. At 18th level, the range increases to 30 feet.
Ethereal Smite
Starting at the 11th level, whenever you hit a creature with a melee attack, the creature takes an extra [1d10] force damage.
When you use the attack action, you can spend 1 Ki Point to surge your body with astral energy. Melee attacks that you perform deal solely force damage instead of their normal damage type until the end of your turn, and if you spend 1 Ki Point when an attack hits, it also deals an extra [1d10] force damage.
Astral Storm
Starting at the 17th level, you can use an action to fire off a destructive wave of astral energy. At the cost of 2 Ki Points, each creature in a 60-foot cone must make a Constitution Saving Throw. A creature takes [2d8] Force damage on a fail, or half on a success.
You can increase the damage by [1d8] at the cost of an additional Ki Point. A total of 10 ki points can be used towards this action.
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