Astral Self v1.2.0 #
Arms of the Astral Self (2) #
- When you do so, each Creature of your choice that you can see within 10 feet of you must make a Dexterity Saving Throw taking Force Damage equal to a number of rolls of your Martial Arts die equal to your Proficiency Bonus, or half as much on a success.
- Additionally, when you use your Flurry of Blows feature you can make two additional Unarmed Strikes as part of that feature (for a total of four.
Visage of the Astral Self (6) #
- Additionally the range on your Arms of the Astral Self feature extends to 30 feet while your visage is active, and you can make a total of three additional Unarmed Strikes as part of your Flurry of Blows feature (for a total of five).
Body of the Astral Self (11) #
Deflect Energy #
- When you take Acid, Cold, Fire, Force, Lightning, or Thunder Damage you can use your Tempered Deflection feature to deflect it.
- When you have both your Arms of the Astral Self and Visage of the Astral Self features active your range on your Arms of the Astral Self feature extend up to 60 feet, and you can make a total of four additional Unarmed Strikes as part of your Flurry of Blows feature (four a total of six).
Awakened Astral Self (17) #
- On your turn you can spend 4 Ki Points to summon the Arms, Visage, and Body of your Astral Self and awaken it for 10 minutes (without expending your Bonus Action).
- Additionally, while your Astral Self is Awakened the range on your Arms of the Astral Self feature extend up to 120 feet, and you can make a total of six additional Unarmed Strikes as part of your Flurry of Blows feature (for a total of eight).
- The Damage Types from your Astral Self features can be your choice of Force or Radiant Damage, chosen when you activate the first of your Astral Self features.