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Monk

Astral Self

Practitioners of this Tradition tap into the latent power of the Astral Plane and channel their power summoning essences of their Astra Self to aid them. As they progress they can call forth more and more of your Astral Body to aid you in combat. Practitioners of the Astral Self tend to be more focused on meditation and self exploration than most Monks. Powerful Astral Self Monks can even be mistaken for Exo-Drivers with the appearance of their Astral Self’s Body.

Subclass Features

Lv 3

Arms of the Astral Self

Your mastery of your Ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 Ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 ft of you must succeed on a DEX saving throw or take Force damage equal to two rolls of your martial arts die. For 10 minutes, these spectral arms surround your arms. 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 WIS modifier (Minimum 1) in place of your STR modifier when making STR checks and STR 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 ft greater than normal.

The unarmed strikes you make with the arms can use your WIS modifier in place of your STR or DEX modifier for the attack and damage rolls, and their damage type is Force.

Lv 6

Visage of Astral Self

You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 Ki point to summon this visage for 10 minutes. It vanishes early if you are Incapacitated or die.

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.

You can see normally in Darkness, both magical and non magical, to a distance of 120 ft.

You can detect Illusion magic like Disguise Self and Invisibility as long as the Spellcaster’s spellcasting DC is less than your Passive Perception score.

You have advantage on Persuasion and Intimidation checks.

Lv 11

Body of the Astral Self

When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (No action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

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.

Your AC increases by 1.

Lv 17

Awakened Astral Self

Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 Ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are Incapacitated or die.

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

Your AC increases by 2.

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.