Way of the Astral Monk(3.5e Class)
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5e's Monk of the Astral Self Subclass as a 3.5 Class.
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Way of the Astral Monk[edit]
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. 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.
Making a Way of the Astral Monk[edit]
Way of the Astral Monks are the run up and attack units of the party. They can deal damage but cannot take a hit.
Abilities: Wisdom and Dexterity are the most important stats for Way of the Astral Monks because they allow them to hit harder and become harder to hit.
Races: Any.
Alignment: Any.
Starting Gold: 4d4×10 gp.
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | Unarmed Damage |
Ki Points | ||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | AC Bonus | 1d6 | 1 | ||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | Evasion | 1d6 | 2 | ||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Arms of the Astral Self | 1d6 | 3 | ||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | 1d8 | 4 | |||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Purity of Body | 1d8 | 5 | ||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Visage of the Astral Self | 1d8 | 6 | ||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | Wholeness of Body | 1d8 | 7 | ||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | 1d10 | 8 | |||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | Improved Evasion | 1d10 | 9 | ||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | 1d10 | 10 | |||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +7 | Body of the Astral Self, Diamond Body | 1d10 | 12 | ||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +8 | Abundant Step | 2d6 | 14 | ||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +8 | 2d6 | 16 | |||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +9 | Diamond Soul | 2d6 | 18 | ||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +9 | 2d6 | 20 | |||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +10 | 2d8 | 24 | |||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +10 | Awakened Astral Self, Timeless Body | 2d8 | 28 | ||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +11 | Tongue of the Sun and Moon | 2d8 | 32 | ||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +11 | 2d8 | 36 | |||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +12 | Ki Reserves | 2d10 | 40 | ||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
AC Bonus: When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC as a Deflection Bonus.
Ki Points: Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Way of the Astral Monk table. You gain all Ki Points back by spending 5 minutes per Ki point restored or spend an Action in combat to gain 1 Ki Point back.
You can spend Ki Points as follows: Ki Boost, Ki Defense, and Ki Speed.
Ki Boost: You can spend any number of Ki Points to boost all attacks you use this turn. As a Bonus Action, you get a +1 to both To Hit and the damage roll for all attacks on your turn made with your Unarmed Strike.
Ki Defense: You can spend Ki Points to make yourself harder to hit. As a Reaction you can spend any number of Ki Points to boost your AC by +1 per Point.
Ki Speed: You can spend Ki to increase your speed. As an Action, you can increase your speed by +10ft per Ki Point you spend for the rest of the Round.
Evasion: At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Arms of the Astral Monk: At 3rd level, 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 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
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.
Purity of Body: At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Visage of the Astral Monk: When you reach 6th level, 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.
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.
Wholeness of Body: At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion: At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Body of the Astral Monk: Starting at 11th level, 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.
Deflect Energy: When you take acid, cold, fire, force, electricity, or sonic damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 2d10 + 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 Unarmed Strike die. You can spend 2 Ki Points to effect another of your attacks with this ability.
Diamond Body: At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step: At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). She can spend 5 Ki Points to use this ability again before the next day.
Diamond Soul: At 14th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Awakened Astral Self: Starting at 17th level, 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 60 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
Armor of the Spirit: You gain a +10 bonus to Armor Class.
Astral Barrage: Whenever you take the Attack Action, you can attack three more times with your Astral Arms by spending 5 Ki Points.
Timeless Body: Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon: A monk of 18th level or higher can speak with any living creature.
Ki Reserves: At 20th level, an Astral Monk brings forth the true power of his Ki. An Astral Monk can get Ki Points back as an Action, Bonus Action, and 1 Point per minute outside of combat. As an Action, you gain 4 Ki Points back and as a Bonus Action you can gain 2 Ki Points back.
Epic Way of the Astral Monk[edit]
Level | Special | Unarmed Strike | Ki Points | ||||||||||||||||||||||||||||||||||||||
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21st | Epic Arms of the Astral Monk | 2d10 | 45 | ||||||||||||||||||||||||||||||||||||||
22nd | 2d12 | 50 | |||||||||||||||||||||||||||||||||||||||
23rd | 2d12 | 55 | |||||||||||||||||||||||||||||||||||||||
24th | 2d12 | 60 | |||||||||||||||||||||||||||||||||||||||
25th | Epic Astral Barrage | 3d6 | 70 | ||||||||||||||||||||||||||||||||||||||
26th | 3d6 | 75 | |||||||||||||||||||||||||||||||||||||||
27th | 3d8 | 80 | |||||||||||||||||||||||||||||||||||||||
28th | 3d8 | 85 | |||||||||||||||||||||||||||||||||||||||
29th | 3d8 | 90 | |||||||||||||||||||||||||||||||||||||||
30th | Epic Awakened Astral Self | 3d10 | 100 | ||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
Epic Arms of the Astral Monk: When you reach 21st level you have learned the art of manipulating your Astral Form, creating extra arms beyond just two. When you activate your Astral Arms, you can spend 1 Ki Point to gain another arm. You can gain another arm per Ki Point you spend. Each Arm can make only one attack per turn, and you can only have a number of arms equal to your Astral Monk level.
Epic Astral Barrage: Your Astral Arms have been created to hit your enemy without letting them a chance of rest. You can spend 5 Ki Points per extra arm that you use as part of this attack. Each arm takes your Full Attack Action. (i.e if you spend 20 Ki Points, you can make 3 extra attacks for each of your 4 extra arms and your normal 3 attacks.) Once you use this ability you must wait 3 rounds before you use it again.
Epic Awakened Astral Self: Your Astral Self has been forged into its completed vestige. When you activate Awakened Astral Self, all of your Unarmed Strikes increase your Critical Multiplier by +3 and increases the Critical Range by +4.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Article Balance | High + |
Author | Mysterio2532 + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Other + |
Class Ability Progression | Other + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Rated By | Mysterio2532 + |
Rating | Rating Pending + |
Reflex Save Progression | Good + |
Skill | Balance +, Climb +, Concentration +, Craft +, Diplomacy +, Escape Artist +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Sense Motive +, Spot +, Swim + and and Tumble + |
Skill Points | 4 + |
Summary | 5e's Monk of the Astral Self Subclass as a 3.5 Class. + |
Title | Way of the Astral Mon + |
Will Save Progression | Good + |