Monk
Base Class: Monk

Celestial Seekers are Monks who draw upon starlight to grant them strength in battle. They are Monks who have been touched by, or have dedicated themselves to the ancient traditions of the constellations. Celestial Seekers seek to unravel the secrets of the stars, understanding their messages and the greater destinies that they often lead heroes to. These monks are nomadic, and few if any monasteries are in existence, as they travel around to keep records of the movements of the stars.

Arms of Astral Light

Starting when you choose this subclass at 3rd level, you gain the ability to channel the power of the constellations to strengthen your blows. 

 

On your turn, as bonus action, you may spend 2 ki points to channel the strength of the stars into your limbs. When you do this, the mark of the constellations wrap themselves around your limbs. While these marks are active, you shed bright light in a 10 ft radius and dim light for another 20ft. The marks remain for 10 minutes, until they are dismissed, or until you are incapactiated.

 

When you activate this ability, choose one of the following marks to channel across your body:

 

Aquarius

The life-giving mark of the water-bearer appears on you. During your turn, when making an attack action, you may channel the power of this mark, turning your blows into ripples of healing energy. If you choose to do so, the creature you are targeting regains hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

 

Orion

The mark of the hunter appears on you. Celestial energy wraps around your fists and can be launched with your strikes. While the mark of Orion is active, you may use your unarmed strikes as a ranged spell attack with a range of 30ft. Damage dealt by these attacks are radiant.

 

Canis Major

The relentless mark of the hound appears on you. If you attack a creature that has moved this turn, or if you have moved 15ft or more towards the creature you are attacking, each of your attacks against that target deals an additional 1d6 radiant damage.

Cowl of Celestial Sight

At 6th level, you gain the ability to channel the mark of a constellation upon your head like a veil. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this cowl. It lasts for 10 minutes, until it is dismissed, or until you are incapactiated. 

 

While the cowl is active, you can see normally in darkness, both magical and nonmagical, to a distance of 60 ft.

 

You may summon your cowl with one of the following marks:

 

Scorpius

The stinging mark of the scorpion appears on you. While this is active, you can see the vulnerable points on your enemy. You learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

 

Corvus

The cunning mark of the crow appears on you. While this is active, you have advantage on Wisdom and Intelligence Saving throws. In addition, when an enemy makes an attack against you and misses, you may use your reaction to make an unarmed strike against them.

 

Perseus

The stunning mark of the hero appears on you. On your turn, as an action, you may gaze upon a target with the eyes of the medusa. That target must make a constitution saving throw with a DC of 12. On a failure, that target is paralyzed until the end of your next turn.

Spectral Shroud of the Seeker

At 11th Level, you are able to call forth a celestial shroud which wraps around your body. On your turn, you can spend 2 ki point as a bonus action, or as part of summoning your astral arms, to summon this shroud. It lasts for 10 minutes, until it is dismissed, or until you are incapactiated. 

 

While the shroud is active, once per turn you may spend a ki point to take an additional reaction in addition to your normal reaction.

 

You may summon your shroud with one of the following marks:

 

Aquila

The swift mark of the eagle appears upon you. You gain a flight speed of 60ft.

 

Ursa Major

The impenetrable mark of the bear appears upon you. While this mark is active, you gain 2 AC. In addition, at the start of each of your turns you gain temporary hit points equal to 5 + your Constitution Modifier.

 

Gemini

The duplicitous mark of the twins appears upon you. While this mark is active, there is an illusory duplicate of you that mimics your actions. When an enemy attacks you, it must make a Wisdom saving throw with DC14. If it fails, it targets the illusion instead.

Celestial Raiments

At 17th level, you gain mastery over your celestial Raiments. If you have at least two marks active, you have resistance against bludgeoning, piercing, and slashing damage.

 

In addition, while you have three marks active, you may spend 3 ki point to manifest an additional mark on your limbs, cowl or shroud.

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