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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