Way of the Astral Hand (5e Subclass)

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Way of the Astral Hand

The followers of the Astral Hand believe that the Astral Plane is the path to true enlightenment and strive to improve their spirits to better utilize what the Astral Plane has to offer.

Astral Techniques

These monks have harnessed the power of raw magic to utilize when they need it.

Monk Level Techniques
3rd Spiritual Weapon (2 Ki Points)
6th Counterspell (4 Ki Points)
11th Arcane Eye (6 Ki Points)
17th Bigby's Hand (8 Ki Points)

Astral Strikes

Beginning at 3rd level, you may expend one Ki point to project all unarmed strikes made until the end of your turn toward distant opponents. These strikes have a range of 30ft. and deal Force damage equal to your Martial Arts damage. You do not add your modifier to the damage of these strikes.

At 6th level, the distance of these strikes increases to 60 ft.

Astral Push

Starting at 6th level, when you use your Astral Strikes feature, you may choose to pull or push a creature toward or away from you in a 10ft. straight line on a hit. Additionally, you may add your Wisdom modifier to your Astral Strikes damage.

Astral Force

Starting at 11th level, When you strike an opponent with an unarmed strike, you may expend 4 Ki points. The target must then make a Charisma saving throw equal to 8+ your proficiency bonus+ your Wisdom modifier or have their Astral Form sent to a safe part of the Astral Plane for one minute or until your concentration is broken, as if concentrating on a spell. Both you and the opponent’s body are considered restrained during this time unless you expend an extra 3 Ki points, which allows you to move freely. Undead with a CR equal to half your monk level or lower are banished completely if you concentrate for the full duration.

Astral Body and Mind

Beginning at 17th level, you gain truesight out to a range of 30ft. Additionally, you may expend one Ki point to cast Mage Armor upon yourself. On each subsequent turn, you must expend one Ki point to maintain this effect otherwise the effect ends. This does not interfere with your abilities that require you to not wear armor and your base Unarmored Defense changes to 13 + your Dexterity Modifier + your Wisdom modifier as long as this feature is active. You may choose to end this effect on your turn, no action required.



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