

You can spend a ki point as a bonus action (or the same action as Arms) to gain a visage. Visage of the Astral SelfĪt level 6, you gain the Visage ability. This is the best monk for the maximum Wisdom build, which is a really fun idea! Make sure your Dexterity is good enough for before level 3. Your Wisdom is good for AC, the most important save in the game, and now for your attacks and damage. You can fully pump Wisdom! You can be a high Wisdom-based monk. You don’t need to necessarily be in the thick of combat at all times, and can sit behind a Barbarian or Fighter and stay safe. You gain 5 extra feet of reach during attacks on your turn, which means you can play a really cool “spear” monk. When you use those unarmed strikes, you get two gigantic benefits. So you have counterplay against toxic oozes! If your enemy has an effect that only triggers when an unarmed strike lands, these arms technically protect you. Using spectral arms to make unarmed strikes is mostly flavor text, but technically you are not making contact with the monster. This’ll let you actually have decent Strength for out of combat, and then you’ll have good Strength for the few Strength saves that you’re asked to make. Monks are usually pretty awful at Athletics due to their low strength, and now you can use Wisdom. The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.You can use the spectral arms to make unarmed strikes.You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.When you do so, you can choose any number of creatures within 10 feet to make a dexterity save or take force damage equal to two rolls of your unarmed strike.įor ten minutes after their activation, you get ghostly arms which disappear early if you get knocked out. To begin, at level 3, you may summon Astral Arms by spending 1 ki point as a bonus action. However, if you’re willing to deal with a subpar early game, you get an incredibly powerful midgame, with a unique mechanic that’s so much fun to use. As such, the Monk is only really good in the midgame, when it has enough ki to both assume their Arm state and use the Flurry of Blows action. The Monk enters various states of astral alignment to best contribute to the team, both in and out of combat. The Astral Self monk is a state-based Monk build. Open Your Chakra: Way of the Astral Self 5E Conclusion – Our Take on the Astral Self Monk.

Open Your Chakra: Way of the Astral Self 5E.
