Base Class: Monk
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
Arms of the Astral Self (lvl3)
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are 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 spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force or any other element (player's choice).
Astral Ability (Arms)
When the astral arms are summoned, they gain an astral ability. You can either choose the ability yourself or roll a d6 for one.
D1:Ki Restoring strikes:
Whenever the astral arms strike an enemy, you can regain 1 ki point. You can do this twice per short rest
D2:Ki Blocking strikes:
Whenever the astral arms strike an enemy, you can make an enemy have disadvantage on their next attack. You can do this once per short rest
D3:Astral arm duplication
Whenever you land an attack, you can double the damage you deal as more astral arms barrage the enemy. You can do this once per long rest.
D4:Astral arm enhancement:
D4:Astral arm enhancement: During your turn, you can make your astral attacks have +1d4 to hit for 1 hour. You can do this once per short rest.
D5:Focused block
Whenever an enemy strikes you or an ally in you range(10 feet), you can use you reaction to switch the target of the attack to your astral self and you gain +3 to AC.
D6:Focused reaction
Whenever an enemy misses an attack in 10 feet of you, you can use your reaction to strike the enemy. This attack deals an extra d6 of force damage.
Visage of the Astral Self(lvl 6)
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Astral Ability (Visage)
When the astral visage is summoned, it gains an astral ability. You can either choose the ability yourself or roll a d4 for one.
D1:Astral Disguise
While the visage is active, your face and body is hidden by the visage to a form of your choice. You can do this once per short rest
D2:Astral Darkness
While the visage is active, you can cast the spell darkness. While in it, you have advantage on your attacks against enemies
D3:Astral Shield
While the visage is active, physical strikes against you are at a disadvantage since they can be tricked by your illusory body parts.
D4:Astral Extension
While the visage is active, your Astral arms range increases to 20ft.
Body of the Astral Self(lvl 11
While the spectral body is present, you gain the following benefits.
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Awakened Astral Self(lvl 17)
While your astral self is awakened, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
Astral Mastery
Your mastery over your astral self grants you a final ability. You can choose 1 of the options, roll for one, or create one yourself(at the DM's discretion)
These abilities only work while the Astral self is summoned through the "Awakened Astral Self" ability
D1:Chemical makeover
Can change the compounds, materials, atoms, and elements of anything it can touch, including the user and itself. If a human that isn't the user gets transformed, they disintegrate after 1 hour. Must be compounds, materials, atoms, and elements that the user knows.
D2: Math over matter
Can apply all principles of math and most principles of science to anything as long you can touch it like dividing the world by 0 or rewind the state of time on an object.
D3: Mockery
Can copy the target's abilities for 1 hour.
D4:The World Revolves around you.
You can alter the gravity of yourself and those around you.