Subclass Features:
Arms of the Astral Self
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.
Visage of the Astral Self
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.
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, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + 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 Martial Arts die.
Complete Astral Self
Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character.
While your astral self is summoned, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to AC while you aren’t incapacitated.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.
Ki Consumption. When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).
At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Wings Unfurled
At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aspect of the Wyrm
At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
Dragon Pact Benefits:
Skill: Martial
+2 dex (14->16)
After a short or long rest, you gain additional ki points equal to your wisdom modifier + proficiency modifier.
Additionally, you gain the benefits of meditation. Your long rests are 4 hours long instead of 8 hours and you are alert during resting.
School of Flow
Studying under Zephyr your martial arts are swift like the wind, gentle as a breeze and strong like hurricanes.
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Fist of Flow
The damage/healing of your unarmed strikes and other features that use them are now double your current Martial Arts die (1d4-> 2d4, 1d6->2d6, etc). Additionally, your unarmed strikes are considered finesse weapons for the purposes of features or effects.
Flow of Healing
You gain a new attack option that you can use with the Attack action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You can spend 1 ki to heal up to proficiency modifier allies within 10ft of you. The amount of healing is equal to a martial arts die roll + wisdom modifier hp.
Flow of Respite
You gain a new attack option that you can use with the Attack action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You can spend 2 ki to remove 1 debuff from a creature and heal them for your wisdom modifier. This ability can be used once per turn.
Flow of Spite
You gain a new attack option that you can use with the Attack action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You can spend 2ki to perform an unarmed attack that disrupts the creature hit, they need to make a Constitution save based on your Martial DC. You may apply one of the following conditions to the creature once hit: Blindness, Deafness, Mute. This condition lasts until the end of your next turn. This ability can be used once per turn.
Patient Flow
Whenever a creature misses you with an attack as a result of you using Patient Defense, you can retaliate with an unarmed strike as a reaction.
Tempest Flurry
The critical threshold of Flurry of Blows is 18-20. If you score a critical hit during Flurry of Blows, you can do an additional unarmed strike. The additional unarmed strikes gained from Tempest Flurry are not considered Flurry of Blow hits, so they do not allow you to get more unarmed strikes from them (Looking at you who want infinites). This ability may give you a max of 2 additional attacks.
Flow Step
When you use Step of the Wind, your jump height is increased to 20ft. Additionally, you can choose to stand on the air until the end of your next turn.
Dragon Vow
Forbidden Flow:
As an action, you enter a stance in which you attack 10 times. If 5 of these attacks hit, the creature becomes paralyzed until the end of your next turn. If 10 of these attacks hit, the creature explodes internally dealing additional 1d100+wisdom modifier+proficiency Necrotic Cold damage.
(Additional from Dragon Pact Session 0)
Proficency in Constitution Saving throws
Proficency in Athletics
When using Ki, Double any elemental damage dealt. (after it's rolled)
+4 to any Stat (This counts as a stat Cap increase): Wis (20->24)
Age 38
Notes