Way of spectre ( gothisma)
Arms of the Inner Star Monks following the path of the Inner Star are in an internal struggle with their ki. They view their mystical energy as a representation of their true form, their inner star. This form can be a force for good or destruction, and some apprentice monks temper their nature while others embrace their impulses.
Form of Your Inner Star The Inner Star is a translucent incarnation of the monk's psyche and soul. Thus, the form of the Inner Star reflects the spirit of the monk who summons it. Your Inner Star might be a humanoid knight with a face masked by a helmet and large muscular arms, or a golden metal form with arms, such as a monodrone.
When you choose this path, consider the quirks that might define your monk. Are they obsessed with something? Are they guided by justice or their personal desires? Each of these characteristics can manifest in the form of their Inner Star.
Level 3: Arms of the Inner Star Your mastery of ki allows you to summon a portion of your Inner Star. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your Inner Star for 10 minutes. These spectral arms float near your shoulders. You decide the appearance of the arms, based on your character's traits.
While the astral arms are summoned, you gain the following benefits:
Enhanced Astral Damage: Starting at level 3, whenever you attack with your astral arms, you deal an additional 1d6 radiant or necrotic damage (your choice) in addition to the normal damage of the attack.
Use Wisdom for Strength: You can use your Wisdom modifier instead of your Strength modifier when making Strength checks or Strength saving throws.
Reach: The astral arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). Additionally, when you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
Extra Attack: Immediately after you take the Attack action with your astral arms on your turn, you can make one additional attack with your astral arms as a bonus action. The number of additional attacks increases when you reach certain levels in this class; it increases to two at level 11 and three at level 17.
Level 5: Mastery of the Spectral Arms
Astral Grasp: Starting at level 5, your astral arms gain the ability to grapple and restrain enemies. When you attack with your spectral arms and hit a target, you can attempt to grapple them using a bonus action. You have advantage on the grapple check, and the Strength check to maintain the grapple adds your Wisdom modifier in addition to the usual bonus.
A creature grappled by the astral arms cannot move unless it succeeds on a Strength saving throw (DC = 8 + Wisdom modifier + Dexterity modifier). Enhanced Astral Attacks: If you attack with your normal arms during your turn, you can make two additional attacks or use a special action related to the spectral arms, such as grappling another target or projecting a wave of energy.
Growth of the Spectral Arms: The astral arms grow larger and more massive. The reach of the arms increases from 10 feet to 20 feet, further enhancing combat efficiency at close and medium range.
The arms can now lift creatures and objects of Large size (up to 1,000 pounds).
Level 6: Face of the Inner Star
Starting at level 6, you can summon the face of your Inner Star. On your turn, you can spend 1 ki point as a bonus action, or incorporate it into the summoning of the astral arms, to summon this face for 10 minutes. The spectral face covers your own, like a helmet or mask. You decide the appearance of the face, based on your character's traits.
While the astral face is summoned, you gain the following benefits:
Wisdom of the Mind: You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Astral Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Astral Protection: When the astral face is active, you gain a +2 bonus to AC. Additionally, you add your Wisdom modifier to your AC.
Level 8: Additional Growth of the Spectral Arms
Colossal Strength: The spectral arms reach a new level of power, allowing them to lift and manipulate creatures and objects of Huge size (such as ogres or stone pillars).
Extended Reach: The reach of the arms increases to 30 feet, reinforcing the ability to attack at range and control the battlefield.
Astral Control: Once per turn, if you grapple a creature with your spectral arms, you can lift and throw them a distance equal to your reach (30 feet). This deals fall damage equal to 1d6 per 10 feet traveled (up to a maximum of 3d6) and knocks the creature prone if it fails a Dexterity saving throw.
Level 11: Awakening of the Inner Star Starting at level 11, you tap into a greater portion of your Inner Star's power. When you have both your astral arms and face summoned, you gain the following benefits:
Energy Deflection: When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. The damage is reduced by 1d10 + your Wisdom modifier + your monk level. Additionally, you reflect half of the deflected damage back to the attacker as radiant or necrotic damage.
Powerful Arms: Once per turn, when you hit a target with your astral arms, you can deal extra damage equal to your Martial Arts die.
Word of the Mind: When you speak through your astral face, you can direct your words to a creature of your choice that you can see within 30 feet. Only that creature can hear you. You can also amplify your voice so that all creatures within 600 feet can hear you.
Proficiency Bonus: You gain an additional proficiency bonus to all attack rolls and damage rolls made with your astral arms, as well as all Wisdom checks related to the abilities of the astral face (such as Insight and Intimidation).
Use Without Ki: You can summon your astral arms and face without spending ki points, but in exchange, you suffer 2 levels of exhaustion per use.
Level 17: Complete Inner Star Starting at level 17, your connection to the Inner Star is perfect, allowing you to summon it in its entirety. On your turn, you can spend 10 ki points as a bonus action to summon the arms, face, and body of your Inner Star for 10 minutes. This spectral body covers your physical form like armor, connected with the arms and face. You determine its appearance based on your character's traits.
While your Inner Star is summoned, you gain the following benefits:
Armor of the Mind: You gain a +5 bonus to AC and resistance to all nonmagical physical damage as long as you are not incapacitated.
Astral Barrage: Each time you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.