Arms of the Astral Self At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. T he dmg is still not more than a furry of blows ( also 1 ki Point ) so I think it ’s fine to buff it slightly As a bonus action y ou 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 15 10 feet of yo u must succeed on a Dexterity saving throw or take force damage equal to two three rolls of your Martial Arts die. If you are in a dungeon, I think u shouldn’t hav e to recast it so I raised the m ax time and gave it the ability to end it on will For 30 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they van ish early if you are incapacitated or , die , or you dismiss them 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 Strengt h saving throws. • You can use the spectral arms to make unarmed strikes. I just don ’ t like the extra range i dk why , feels off xD • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. I don’t really see the point of spending one ki point to deal the same amount of dmg IF you aren ’ t going on a WIS heavy build which is arguably weaker than a D EX build. Also, I feel you should be able to deal more dmg with your astral arms then with your weapon attacks I f you have 3 DEX and 3 WIS yo u deal 2 points more dmg ( compared to a two - handed Quarterstaff ) and have a + 3 to hit. I think this is fine sin ce this subclass is supposed to be the dmg subclass. At least I think it should be • The unarmed strikes you make with the arms can add use your Wisdom modifier in place of your Strength or Dexterity modifier for to the attack and damage rolls, and their damage type is force. Visage of the Astral Sel f When you reach 6th level, you can summon the visage of you r 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 30 10 minutes. It vanishes early if you are incapacitated , or die , or you dismiss them T he main reason why I choose to give the choice t o making it invisibl e is the advantage on Inside ch ecks. I think that it’s kinda strang e if you want to Insight an np c , you have to summon the mask I feel like you should be able to do it in a non “ HEY PLS LOCK AT ME AND BE SCARED OF ME ” way The spectral visage covers your face like a helmet or mask. You determine its appearance you can choo se to m ake the visage invisible 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. Every on can t alk telepathicall y can get a repl y so I in my opinion this ability is pretty shit. B ut i f you can communicate without anyone noticing its pretty fun and can be use way more ofte n. Word of the Spirit. When you speak, you can direct your words to a creature s of your choice that you can see are within 3 0 60 feet of you, making it so only that creature s can hear you They can also talk back to you or other creatures that are e ffected Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. I like that the monk gets abilities outside of combat but a lv without any buffs to combat in an dmg heavy subclass ? I dk and I think the + 1 AC isn’t to much but also not completely busted since I think the ability above can be pretty good Armor of the Spiri t. You gain a + 1 bonus to Armor Class. Body of the Astral Sel f Starting at 11th level, 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 a rmor, connecting wi th the arms and visage. You determine its appearance. While the spectral body is present, you gain the following benefits. J ust a minor adjustment that instantly popped in my mind when I first r ead this feature Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When yo u do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1). You can store the absorbed d amage an d can choose to release it when you hit your next attack. T he damag e type is th e same as the last you absorbed. Also, a rather small change but it gives you a bit more dmg since you can apply the modifiers. 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 Martia l Arts die you can make another unarmed stri ke. I think lv 17 is pretty good At first I lowered the +2 A C to 1 because I gave +1 at L v 6 but then I thought no one is playing till lv 17 and if they do they should have fun Awakened Astral Sel f Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 30 10 minutes. It vanishes early if you are incapacitated , or die , or you dismiss them While your astral self is awakened, you gain the following benefits. Armor of the Spirit. You gain a + 2 bonus to Armor Class. Astral Barrage. Whenever you use the Extra A ttack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.