Way of the Star (5e Subclass)
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Way of the Star
Monks of the Way of the Star are the ultimate masters of cosmos. They learn to channel the energy of the galaxy through themselves, training to become one with the universe itself.
- Heavenly Body
Beginning at 3st level, when you chose this subclass, your body becomes hard as steel, you've learned to withstand damage instead of having to dodge it. While you are wearing no armor and not wielding a shield, as a reaction, you can reduce all damage that affects an area by your Dexterity modifier + your unarmed damage dice or you can take the deflect missiles reaction against a melee weapon attack. In addition, your Hit Points increases by 3, and increases by 1 every level after.
- Inner Cosmos
At 6th level, you gain the ability to cast your inner universe into the world. Your will empowers your fist, you can choose one of the features bellow:
- Blazar Strike
At 6th level, Your Unarmed Strike becames a Blazar Strike, your damage increases by 2, and you can make your Unnarmed Strike deal fire damage instead of bludgeoning damage. At 11th level, once during each of your turns, you gain a Blaze Action in addition to your Action and Bonus Action. You can use your Blaze Action to take the following:
You can use your Blaze Action to deal 1d4 fire damage to all creatures in a 10ft radius of yourself. You can use your Blaze Action and up to 3 Ki point to make a ranged Blazar Strike that deal 1d8 fire damage to a single creature within 30ft of yourself per ki point spent, this attack ignores cover You can use your Blaze Action and 1 Ki point to increase the damage/healing of a Inner Cosmos spell by your wisdom You can use your Blaze Action and up to 3 Ki points to increase the damage of one of your unarmed strikes this turn by 1d8 fire damage for each ki point spent You can use your Blaze Action to make yourself able of using your action to make one blazar strike against every creature within your attack range. Additionally, you can choose two 1st level spells from the sorcerer spell list and can cast those using 2 ki points per spell level, wisdom is your spellcasting ability for them. At 11 level you can choose one 2nd spell, and a 3rd at 17th level.
- Magnetar Strike
At 6th level, your Unarmed Strike becames a Magnetar Strike, you can use the flurry of blows feature as a reaction when a creature provokes an opportunity attack from you, In addition, you can instead deal force damage instead of bludgeoning damage with your Magnetar Strike. At 11th level, if a creature attacks other creature that isn't you while in your attack range, moves 5ft or more within your attack range or enter your attack range, it provokes an opportunity attack from you.
- Pulsar Strike
At 6th level, your Unarmed Strike becames a Pulsar Strike, its reach increases to 10ft and its damage increases by 1d4, additionally, you can instead deal thunder damage instead of bludgeoning damage with your Pulsar Strike.. At 11th level, your unarmed attacks push the target 5ft away, the target must succed a Strenght saving throw against your Monk Ki DC if moved 20ft or more in a single turn, or be knocked prone.
- Quasar Strike
Your Unarmed Strike becames a Quasar Strike, its attack modifier increases by 2, and your unarmored movement increases by 5ft. Increases to 10ft at 11th level. Additionally, you can instead deal lightining damage instead of bludgeoning damage with your Quasar Strike.
Beginning at 11th level, you can enter a special meditation that energizes you through contact with death. When you reduce a creature hit points to 0, you can immediately take one additional action on top of your regular action and a possible bonus action.
- Seventh Sense
At 17th level, you gain the a spiritual link with the universe, gaining a sense beyond mortal comprehension, you gain 30 feet radius of truesight and blindsight and have advantage in Perception checks(+2 Passive Perception).