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Monk: Way of Asceticism

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Monk: Way of Asceticism
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Cast off your Material Shackles for Spiritual Might

Across the numerous practices and beliefs followed by monks, few dive as deep into their spiritual selves as those who follow the Way of Asceticism. While their contemporaries pursue methods to employ their ki and focus into the material world, these monks recognize that true power comes fully from within. As they let go of their physical selves in pursuit of spiritual perfection, there is little an ascetic cannot endure. To master oneself is to master the world. 

Astral Combatant

3rd level Way of Asceticism feature

At the start of your turn, you can expend 1 Focus Point to temporarily decouple your spirit from your body. This state lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active:

Soul Projection. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as your spirit moves beyond your body to deliver the blow before returning. 

Spirit Striker. Whenever you hit with your Unarmed Strike, you can use your Wisdom modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause it to deal your choice of Force or Psychic damage rather than its normal damage type.

Mind over Matter

3rd level Way of Asceticism feature

Your ascetic ways have given you great endurance. If you have any levels of exhaustion, treat your level of exhaustion as though you had one less level (minimum of 0). 

Additionally, as a Bonus Action, you can spend a number of hit dice up to your Wisdom modifier. When you do so, you regain a number of Ki points equal to twice the number of hit dice spent. 

Cleansing Hand

6th level Way of Asceticism feature

You have learned to manipulate the flow of energy within all beings to heal them of their maladies. When you touch a creature, you can spend 2 Ki Points to end one of the following conditions affecting them: Blinded, Deafened, Paralyzed, Poisoned, Stunned. If the creature is possessed, you can instead have it repeat the saving throw to end the possession, adding your Wisdom modifier to the saving throw.

Spiritual Awakening

11th level Way of Asceticism feature

Through meditation and introspection, you have learned not only to ascend beyond your physical limitations, but to aid others on their quest for spiritual enlightenment. 

Over the course of a long rest, you can meditate on your Chakras for 1 hour to access your latent energies. If you do, you gain one of the following benefits (your choice) which lasts until you finish a long rest or is knocked unconscious: 

Root. You gain a +1 bonus to your Dexterity score. Your speed increases by 10 feet and you gain a climb speed equal to your speed.

Solar Plexus. You gain a +1 bonus to your Strength score. You can’t be knocked prone or moved along the ground against your will. Additionally, whenever you roll a damage die for a melee attack, you can reroll the die if it rolls a 1, and you must use the new roll.

Heart. You gain a +1 bonus to your Wisdom score. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

Throat. You gain a +1 bonus to your Charisma score. When you make a Charisma (Persuasion or Deception) check against a creature, you can treat a d20 roll of 9 or lower as a 10. 

Crown. You gain a +1 bonus to your Intelligence score. When you roll Initiative, you can add your Intelligence modifier to the roll.

When you use this feature, one other creature can join you in meditation. If they do, they also gain one of the listed benefits (your choice) until they finish a long rest or are knocked unconscious. 

Unshackled Soul

17th level Way of Asceticism feature

Through enlightenment, your spiritual self has been unshackled from the mortal realm. As an Action on your turn, you can leave behind your physical body and utilize your astral form. Your body falls unconscious, and you control your Spirit Form for 1 hour, until you choose to end it on your turn (no action required), or until your concentration is broken (as if concentrating on a spell). While in your Spirit Form, you gain the following features:

You are under the effects of the See Invisibility spell and can interact with creatures on the Ethereal plane.

You gain resistance to Bludgeoning, Piercing, and Slashing damage.

Any damage dealt to both your physical and spiritual forms are shared.

You have a flying speed equal to your walking speed and you can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

When you exit your Spirit Form, you can choose to either return to your physical body or teleport your physical body to the space occupied by your Spirit Form. Once you use this feature, you can’t do so again until you finish a long rest unless you spend 6 Ki Points to restore a use of it.

Alternatively, you can expend a use of this feature to cast the Astral Projection spell without spell components.

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POSTEDJul 20, 2026
ARCHIVEDJul 20, 2026