Arms of the Astral Self
At 3rd level, your mastery of your ki allows you to summon a portion of your astral self.
Arms of the 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:
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You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
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You can use the spectral arms to make unarmed strikes.
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When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
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When you use Martial Arts to make an unarmed strike using your bonus action, you may make 2 unarmed strikes instead.
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You may attempt to grapple an enemy using these spectral arms. The number of additional free grappling hands you have access to is equal to your proficiency bonus. The reach for these grapple attempts is 10 feet. If your astral self expires, any creatures grappled by a spectral arm is immediately released.
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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
Starting at 6th level, you can summon the visage of your astral self. When you spend 1 ki point to manifest your astral arms, you now summon its visage as well. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.
While your visage is summoned, you gain the following benefits:
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Wisdom of the Spirit. You have advantage on Wisdom and Charisma ability checks and saving throws.
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Astral Sight. You can see normally in darkness and dim light, both magical and nonmagical, to a distance of 120 feet.
Awakening of the Astral Self
Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.
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Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
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Empowered Arms. Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.
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Word of the Spirit. When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 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.
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.
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Armor of the Spirit. You gain a +2 bonus to AC while you aren’t incapacitated.
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Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.
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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).