Custom Lineage Way of The Astral Self 16/fey Wanderer 4 Custom Mulmaster Aristocrat

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Custom Lineage Way of the Astral Self

Monk 16/Fey Wanderer Ranger 4


Custom Mulmaster Aristocrat
Level Proficiency Bonus Hit Points Features

Monk 1 +2; Intimidation, 8 +2 =10 Variable Trait,


Common, one MOBILE; UNARMORED
language of your DEFENSE, MARTIAL
choice; Simple
weapons, ARTS; HIGHBORN
shortswords,
dulcimer, Strength,
Dexterity, History,
Insight; Arcana,
Performance, lyre,
woodcarver's tools

Monk 1/Ranger 1 +2; Light armor, 10 +6 =16 +2 =18 CANNY, FAVORED FOE
medium armor,
shields, simple
weapons, martial
weapons, Nature, two
additional languages
of your choice

Monk 1/Ranger 2 +2 18 +6 =24 +2 =26 DRUIDIC WARRIOR


(GUIDANCE,
SHILLELAGH),
SPELLCASTING

Monk 2/Ranger 2 +2 26 +5 =31 +2 =33 DEDICATED WEAPON,


FLURRY OF BLOWS,
PATIENT DEFENSE,
STEP OF THE
WIND, UNARMORED
MOVEMENT

Monk 3/Ranger 2 +3 33 +5 =38 +2 =40 KI-FUELED ATTACK,


ARMS OF THE
ASTRAL SELF,
DEFLECT MISSILES
Monk 4/Ranger 2 +3 40 +5 =45 +2 =47 MARTIAL ADEPT
(BRACE, LUNGING
ATTACK), QUICKENED
HEALING, SLOW FALL

Monk 5/Ranger 2 +3 47 +5 =52 +2 =54 EXTRA ATTACK, FOCUSED


AIM, STUNNING STRIKE

Monk 6/Ranger 2 +3 54 +5 =59 +2 =61 KI-EMPOWERED


STRIKES, VISAGE OF
THE ASTRAL SELF

Monk 6/Ranger 3 +4; Persuasion 61 +6 =67 +2 =69 PRIMEVAL AWARENESS,


DREADFUL
STRIKES, FEY
WANDERER
MAGIC,
OTHERWORLDLY
GLAMOUR

Monk 7/Ranger 3 +4 69 +5 =74 +2 =76 EVASION, STILLNESS OF


MIND

Monk 8/Ranger 3 +4 76 +5 =81 +2 =83 ELDRITCH ADEPT


(ELDRITCH MIND)

Monk 9/Ranger 3 +4 83 +5 =88 +2 =90 —

Monk 10/Ranger 3 +5 90 +5 =95 +2 =97 PURITY OF BODY

Monk 11/Ranger 3 +5 97 +5 =102 +2 =104 BODY OF THE


ASTRAL SELF

Monk 12/Ranger 3 +5 104 +5 =109 +2 =111 ABILITY SCORE


IMPROVEMENT (+2
WIS)

Monk 13/Ranger 3 +5 111 +5 =116 +2 =118 TONGUE OF THE SUN AND


MOON

Monk 14/Ranger 3 +6 118 +5 =123 +2 =125 DIAMOND SOUL

Monk 15/Ranger 3 +6 125 +5 =130 +2 =132 TIMELESS BODY


Monk 16/Ranger 3 +6 132 +5 =137 +2 =139 ABILITY SCORE
IMPROVEMENT (+2
WIS)

Monk 16/Ranger 4 +6 139 +6 =145 +2 =147 FIGHTING INITIATE


(SUPERIOR
TECHNIQUE
[COMMANDING
PRESENCE])

CUSTOM LINEAGE

Instead of choosing one of the game's races for your character at 1st level, you can use the
following traits to represent your character's lineage, giving you full control over how your
character's origin shaped them:

Creature Type. You are a humanoid. You determine your appearance and whether you
resemble any of your kin.
Size. You are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Ability Score Increase. One ability score of your choice increases by 2.
Feat. You gain one feat of your choice for which you qualify.

MOBILE
You are exceptionally speedy and agile. You gain the following benefits:

● Your speed increases by 10 feet.


● When you use the Dash action, difficult terrain doesn't cost you extra movement on that
turn.
● When you make a melee attack against a creature, you don't provoke opportunity
attacks from that creature for the rest of the turn, whether you hit or not.

Variable Trait. You gain one of the following options of your choice: (a) darkvision with a range
of 60 feet or (b) proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one other language that you and
your DM agree is appropriate for your character.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells,
magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of
those planes.
History. Your Intelligence (History) check measures your ability to recall lore about historical
events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain,
plants and animals, the weather, and natural cycles.
Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities,
rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
WIS 14 +2 =16 (+3)
Survival. The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild
game, guide your group through frozen wastelands, identify signs that owlbears live nearby,
predict the weather, or avoid quicksand and other natural hazards.
CHA 12 (+1)
Intimidation. When you attempt to influence someone through overt threats, hostile actions,
and physical violence, the DM might ask you to make a Charisma (Intimidation) check.
Examples include trying to pry information out of a prisoner, convincing street thugs to back
down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to
reconsider a decision.
Persuasion. When you attempt to influence someone or a group of people with tact, social
graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check.
Typically, you use persuasion when acting in good faith, to foster friendships, make cordial
requests, or exhibit proper etiquette. Examples of persuading others include convincing a
chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring
a crowd of townsfolk.

CUSTOM MULMASTER ARISTOCRAT FEATURE

HIGHBORN
Mulmaster is run by and for its aristoracy. Every other class of citizen in the city defers to you,
and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other
aristocrats and nobles accept you in their circles and likely know you or of you. Your
connections can get you the ear of a Zor or Zora under the right circumstances.

MONK 1 FEATURES

UNARMORED DEFENSE
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC
equals 10 +your Dexterity modifier +your Wisdom modifier.

MARTIAL ARTS
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed
strikes and monk weapons, which are shortswords and any simple melee weapons that don't
have the two-handed or heavy property. You gain the following benefits while you are unarmed
or wielding only monk weapons and you aren't wearing armor or wielding a shield:

● You can use Dexterity instead of Strength for the attack and damage rolls of your
unarmed strikes and monk weapons.
● You can roll a d4 in place of the normal damage of your unarmed strike or monk
weapon. This die changes as you gain monk levels, as shown in the Martial Arts column
of the Monk table.
● When you use the Attack action with an unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus action. For example, if you take the Attack
action and attack with a quarterstaff, you can also make an unarmed strike as a bonus
action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a
club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with
a shorter, straighter blade (called a kama).

Monk
Level Martial Arts Ki Points Unarmored
Movement

1st 1d4 — —

2nd 1d4 2 +10 ft.

3rd 1d4 3 +10 ft.

4th 1d4 4 +10 ft.

5th 1d6 5 +10 ft.

6th 1d6 6 + 15 ft.

7th 1d6 7 + 15 ft.

8th 1d6 8 + 15 ft.

9th 1d6 9 + 15 ft.

10th 1d6 10 +20 ft.

11th 1d8 11 +20 ft.

12th 1d8 12 +20 ft.

13th 1d8 13 +20 ft.

14th 1d8 14 +25 ft.


15th 1d8 15 +25 ft.

16th 1d8 16 +25 ft.

RANGER 1 FEATURES

DEFT EXPLORER
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others
on your travels. You gain the Canny benefit below, and you gain an additional benefit below
when you reach 6th level and 10th level in this class.

CANNY
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check
you make that uses the chosen skill. You can also speak, read, and write two additional
languages of your choice.

FAVORED FOE
When you hit a creature with an attack roll, you can call on your mystical bond with nature to
mark the target as your favored enemy for 1 minute or until you lose your concentration (as if
you were concentrating on a spell). The first time on each of your turns that you hit the favored
enemy and deal damage to it, including when you mark it, you can increase that damage by
1d4. You can use this feature to mark a favored enemy a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's
extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to
1d8 at 14th level.

RANGER 2 FEATURES

FIGHTING STYLE

DRUIDIC WARRIOR (GUIDANCE, SHILLELAGH)


You learn two cantrips of your choice from the druid spell list. They count as ranger spells for
you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class,
you can replace one of these cantrips with another cantrip from the druid spell list.

GUIDANCE
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the
number rolled to one ability check of its choice. It can roll the die before or after making the
ability check. The spell then ends.

SHILLELAGH
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the
duration, you can use your spellcasting ability instead of Strength for the attack and damage
rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The
weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let
go of the weapon.

SPELLCASTING
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast
spells, much as a druid does.

SPELL SLOTS
To cast one of your ranger spells of 1st level and higher, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when you finish a long rest. For example, if
you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER


When you gain a level in this class, you can choose one of the ranger spells you know and
replace it with another spell from the ranger spell list, which also must be of a level for which you
have spell slots.

Level Spells Known 1st

1st — —

2nd 2: ABSORB ELEMENTS, CURE 2


WOUNDS

3rd 2 +1 =3: GOODBERRY 3

4th 2 +1 =3: — 3

ABSORB ELEMENTS
1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder
damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for
your next melee attack. You have resistance to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an
extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each slot level above 1st.

CURE WOUNDS
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 +your spellcasting ability
modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing
increases by 1d8 for each slot level above 1st.

GOODBERRY
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature
can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides
enough nourishment to sustain a creature for one day. The berries lose their potency if they
have not been consumed within 24 hours of the casting of this spell.

SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your
attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell
you cast and when making an attack roll with one.

Spell save DC =8 +your proficiency bonus +your Wisdom modifier


Spell attack modifier =your proficiency bonus +your Wisdom modifier

SPELLCASTING FOCUS
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might
be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff
drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from
sacred animals.

MONK 2 FEATURES

DEDICATED WEAPON
You train yourself to use a variety of weapons as monk weapons, not just simple melee
weapons and shortswords. Whenever you finish a short or long rest, you can touch one
weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this
feature again. The chosen weapon must meet these criteria:

● The weapon must be a simple or martial weapon.


● You must be proficient with it. It must lack the heavy and special properties.

Ki
Starting at 2nd 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 Monk table. You can spend these
points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of
which you draw all of your expended ki back into yourself. You must spend at least 30 minutes
of the rest meditating to regain your ki points. Some of your ki features require your target to
make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC =8 +your proficiency bonus +your Wisdom modifier

FLURRY OF BLOWS
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.

PATIENT DEFENSE
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

STEP OF THE WIND


You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn,
and your jump distance is doubled for the turn.
UNARMORED MOVEMENT
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or
wielding a shield. This bonus increases when you reach certain monk levels, as shown in the
Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids
on your turn without falling during the move.

MONK 3 FEATURES

KI-FUELED ATTACK
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with
an unarmed strike or a monk weapon as a bonus action before the end of the turn.

MONASTIC TRADITION (Way of the Astral Self)


When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you
features at 3rd level and again at 6th, 11th, and 17th level.

ARMS OF THE ASTRAL SELF


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.

DEFLECT MISSILES
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit
by a ranged weapon attack. When you do so, the damage you take from the attack is reduced
by 1d10 +your Dexterity modifier +your monk level. If you reduce the damage to 0, you can
catch the missile if it is small enough for you to hold in one hand and you have at least one hand
free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the
weapon or piece of ammunition you just caught, as part of the same reaction. You make this
attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a
monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
MONK 4 FEATURES

ABILITY SCORE IMPROVEMENT (feat)

MARTIAL ADEPT (BRACE, LUNGING ATTACK)


You have martial training that allows you to perform special combat maneuvers. You gain the
following benefits:

● You learn two maneuvers of your choice from among those available to the Battle Master
archetype in the fighter class. If a maneuver you use requires your target to make a
saving throw to resist the maneuver's effects, the saving throw DC equals 8 +your
proficiency bonus +your Strength or Dexterity modifier (your choice).
● You gain one superiority die, which is a d6 (this die is added to any superiority dice you
have from another source). This die is used to fuel your maneuvers. A superiority die is
expended when you use it. You regain your expended superiority dice when you finish a
short or long rest.

BRACE
When a creature you can see moves into the reach you have with the melee weapon you're
wielding, you can use your reaction to expend one superiority die and make one attack against
the creature, using that weapon. If the attack hits, add the superiority die to the weapon's
damage roll.

LUNGING ATTACK
When you make a melee weapon attack on your turn, you can expend one superiority die to
increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's
damage roll.

QUICKENED HEALING
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit
points equal to the number rolled plus your proficiency bonus.

SLOW FALL
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage
you take by an amount equal to five times your monk level.

MONK 5 FEATURES

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
FOCUSED AIM
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by
2 for each of these ki points you spend, potentially turning the miss into a hit.

STUNNING STRIKE
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit
another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning
strike. The target must succeed on a Constitution saving throw or be stunned until the end of
your next turn.

MONK 6 FEATURES

KI-EMPOWERED STRIKES
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.

MONASTIC TRADITION (Way of the Astral Self)

VISAGE OF THE ASTRAL SELF


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.

RANGER 3 FEATURES

PRIMEVAL AWARENESS
You can focus your awareness through the interconnections of nature: you learn additional
spells when you reach certain levels in this class if you don't already know them, as shown in
the Primal Awareness Spells table. These spells don't count against the number of ranger spells
you know.

PRIMAL AWARENESS SPELLS


Ranger Spells
Level

3rd speak with animals

You can cast each of these spells once without expending a spell slot. Once you cast a spell in
this way, you can't do so again until you finish a long rest.

SPEAK WITH ANIMALS


1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The
knowledge and awareness of many beasts is limited by their intelligence, but at minimum,
beasts can give you information about nearby locations and monsters, including whatever they
can perceive or have perceived within the past day. You might be able to persuade a beast to
perform a small favor for you, at the DM's discretion.

RANGER ARCHETYPE (Fey Wanderer)


At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you
features at 3rd level and again at 7th, 11th, and 15th level.

DREADFUL STRIKES
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy
hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4
psychic damage to the target, which can take this extra damage only once per turn. The extra
damage increases to 1d6 when you reach 11th level in this class.

FEY WANDERER MAGIC


You learn an additional spell when you reach certain levels in this class, as shown in the Fey
Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against
the number of ranger spells you know.

FEY WANDERER SPELLS


Ranger Spells
Level

3rd charm person

CHARM PERSON
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving
throw, and does so with advantage if you or your companions are fighting it. If it fails the saving
throw, it is charmed by you until the spell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell
ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can
target one additional creature for each slot level above 1st. The creatures must be within 30 feet
of each other when you target them.

OTHERWORLDLY GLAMOUR
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma
check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In
addition, you gain proficiency in one of the following skills of your choice: Deception,
Performance, or Persuasion.

MONK 7 FEATURES

EVASION
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as
a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.

STILLNESS OF MIND
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to
be charmed or frightened.

MONK 8 FEATURES

ABILITY SCORE IMPROVEMENT (feat)

ELDRITCH ADEPT (ELDRITCH MIND)

Prerequisite: Spellcasting or Pact Magic feature


Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch
Invocation option of your choice from the warlock class. If the invocation has a prerequisite of
any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock
class.

ELDRITCH MIND
You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell.

MONK 10 FEATURES

PURITY OF BODY
At 10th level, your mastery of the ki flowing through you makes you immune to disease and
poison.

MONK 11 FEATURES

MONASTIC TRADITION (Way of the Astral Self)

BODY OF THE ASTRAL SELF


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.

MONK 12 FEATURES

ABILITY SCORE IMPROVEMENT (+2 WIS)

MONK 13 FEATURES

TONGUE OF THE SUN AND MOON


Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken
languages. Moreover, any creature that can understand a language can understand what you
say.
MONK 14 FEATURES

DIAMOND SOUL
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and
take the second result.

MONK 15 FEATURES

TIMELESS BODY
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't
be aged magically. You can still die of old age, however. In addition, you no longer need food or
water.

MONK 16 FEATURES

ABILITY SCORE IMPROVEMENT (+2 WIS)

RANGER 4 FEATURES

ABILITY SCORE IMPROVEMENT (feat)

FIGHTING INITIATE (SUPERIOR TECHNIQUE [COMMANDING PRESENCE])

Prerequisite: Proficiency with a martial weapon


Your martial training has helped you develop a particular style of fighting. As a result, you learn
one Fighting Style option of your choice from the fighter class. If you already have a style, the
one you choose must be different. Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace this feat's fighting style with another one from the fighter
class that you don't have.

SUPERIOR TECHNIQUE
You learn one maneuver of your choice from among those available to the Battle Master
archetype. If a maneuver you use requires your target to make a saving throw to resist the
maneuver's effects, the saving throw DC equals 8 +your proficiency bonus +your Strength or
Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to
any superiority dice you have from another source). This die is used to fuel your maneuvers. A
superiority die is expended when you use it. You regain your expended superiority dice when
you finish a short or long rest.

COMMANDING PRESENCE
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma
(Persuasion) check, you can expend one superiority die and add the superiority die to the ability
check.

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