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Way of the Animus

Spirit Arms Starting at 3rd level, you can manifest a myriad of ghostly arms from your body. You can create these arms as a bonus action, and they last until you dismiss them (no action required). While these 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 your Wisdom score in place of your Strength score when calculating your carrying capacity, and the amount you can push, drag, or lift. You can use the arms to make unarmed strikes, and you can use your Wisdom modifier for attack and damage rolls made with them. Thousand Forms Also at 3rd level, you master a number of special techniques that use the mysterious power of your Spirit Arms. Your arms must be manifested to use these techniques. You learn three techniques of your choice, which are detailed in the "Arm Techniques" section below. You learn additional techniques of your choice at higher levels in this class: one more at 6th and 11th level, and two more at 17th level. Whenever you gain a level in this class, you can also replace one arm technique you already know with a different technique. Also, beginning at 6th level, when you use your action to spend ki points on one of your Arm Techniques, you can make one unarmed strike with your arms as a bonus action. Arm Techniques If an arm technique has a level requirement, you must be that level in this class to learn the technique. You can only know one technique with a 17th level requirement. Bounding Blow. When you take the Attack action on your turn, you can use your bonus action to spend 1 ki point immediately before you make an unarmed strike with your arms. If you do so, you can leap a number of feet towards the target equal to twice your unarmored movement bonus. If the attack hits, you deal additional damage equal to your martial arts die. Dervish. As an action, you can spend 1 ki point and spin your arms in a forceful flourish. Each creature of your choice within your reach must make a Strength saving throw. On a failure, they take bludgeoning damage equal to your martial arts die and are pushed up to 10 feet away from you. On a successful save, they take half as much damage and aren't pushed. You deal an additional die of damage at 6th, 11th, and 17th level. Hurl. As an action, you can spend 1 ki point to throw a creature you are grappling, or an object within your reach that you can lift. The target is hurled a number of feet equal to or less than 5 x your Wisdom modifier horizontally, or half as far vertically. An unwilling creature must succeed on a Strength saving throw to avoid this effect. At 11th level, the distance the target can be hurled is doubled. Seize. As an action, you can spend 1 ki point to attempt to draw a creature towards you. You choose one creature within 30 feet of you, and pull it up to 30 feet towards you. An unwilling creature must succeed on a Strength saving throw to avoid this effect. Spectral Reach. Your reach with your arms increases by 5 feet. At 11th level, your reach increases by a further 5 feet. Titan's Grip. Your arms can merge to form large, powerful limbs. You can grapple up to two creatures with them, and you can use them to grapple and shove creatures one size larger than normal. At 11th level, you can grapple and shove creatures two sizes larger than normal. 6th Level Techniques Guarding Embrace (6th Level Required). When you take the Dodge action, you can spend 1 ki point to create a protective barrier with your arms. Until the start of your next turn, damage you take from attacks is reduced by an amount equal to your Wisdom modifier. Prismatic Soul (6th Level Required). At the end of a long rest, you can choose to gain resistance to one of the following damage types: cold, fire, necrotic, lightning, radiant, or thunder. When you deal damage with your arms, you can deal the same type as your chosen resistance instead of the normal damage type. At 17th level, you can instead choose two damage types from the list. Spiritual Assault (6th Level Required). As an action, you can spend 2 ki points and send a forceful cascade of your spirit arms forward. Each creature in a line 30 feet long and 5 feet wide originating from you must make a Dexterity saving throw. A creature takes three of your martial arts die in bludgeoning damage on a failed save, or half as much damage on a successful one. You deal an additional die of damage at 11th and 17th level. 11th Level Techniques Fight the Hurricane (11th Level Required). When you use your Deflect Missiles feature, you can use it again without requiring your reaction until the end of the turn, so long as you aren't incapacitated. Grasp (11th Level Required). As an action, you can spend 2 ki points and cast forth copies of your spirit arms to hinder a foe. A creature you can see within 30 feet of you must succeed on a Strength saving throw or take three of your martial arts die in bludgeoning damage and become restrained by your arms. A creature can use its action to repeat the saving throw, ending the effect on a success. The effect also ends when you are more than 60 feet away from the creature, if you use this technique again, or if you choose to end it (no action required) Phantom Spider (11th Level Required). While you are within 15 feet of a surface or fixed object and not incapacitated, you can use your arms to hold you aloft when you would normally fall. You can push and pull yourself with your arms while suspended in this manner as if you were climbing. 17th Level Techniques Falling Mountain (17th Level Required). As an action, you can spend 5 ki points to strike an enemy with monstrous force. Choose a creature within your reach. The creature must make a Strength saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If the creature fails its save, it is also hurled up to 60 feet away from you. If it collides with a solid surface or fixed object as a result of this movement, it takes another 6d10 bludgeoning damage and must succeed on a Constitution saving throw or be stunned until the end of its next turn. Thousand Palms (17th Level Required). When you take the Attack action, you can spend 5 ki points to instead unleash a blurringly fast barrage of blows. You immediately make two attacks with your arms against each creature of your choice within your reach. Wailing Web (17th Level Required). As an action, you can spend 5 ki points and attempt to brutally subdue a swathe of foes around you. Choose any number of creatures you can see within 30 feet of you. Each creature must succeed on a Dexterity saving throw or be grappled by you. Immediately after, you can choose to slam any number of creatures grappled by you in this way at a point you can see within 30 feet of you. Each creature you slam is moved up to 30 feet towards the point, and takes 4d10 bludgeoning damage. Until all grapples end, you can repeat this slam as an action on each of your turns.

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