Monks of Astilan

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The rules for playing a Monk are the same on Astilan, however, monks must select a martial tradition starting at 3rd level from the list on the page. In addition, one feature of the monk class is changed.

The Tongue of the Sun and Moon is replaced with Ki Communication. You have learned to reach out with your ki to the minds of others. By spending 1 ki point, you gain telepathy for 1 minute with any intelligent creature in your natural sight.

Beast Striking



When you choose this path at 3rd level, you become an expert at maintaining a grapple. In every round after the first in which you successfully grapple a target, you gain a +1 bonus to your grapple check against that opponent. This bonus has a maximum equal to the Feyalin’s proficiency bonus.

Seize the Opportunity

Upon reaching 6th level, the Feyalin understands timing and movement of his opponents so that whenever they roll a 1 on a melee attack against you, you may react by starting a grapple on the opponent that rolled a 1.

Last Moment Defense

At 11th level, you have learned to defend yourself by drawing your opponent nearer to you and throwing off his attack. The Feyalin may use 2 Ki points to neagete a melee attack that would have hit you. This may not be used against attacks that were a critical success. It may not be used against opponents that have a reach advantage or those that you cannot grapple.

Lock in the Pain

By the time the Feyalin has reached 17th level, you have mastered the grappling locks so well that those you grapple can often not take the pain of the locks. Whenever the Feyalin succeeds a grapple check against an opponent by more than 5, the opponent must make a DC15 Constitution save. Failure means that the target falls unconscious. Alternatively, the Feylin can grapple a body part other than the head or torso. In this case, a failed save means that the target’s arm, leg, hands, foot, or other body part has been broken. The Fayelin can only cause one such save each round.


When you choose this path at 3rd level, your long training and practice has made you difficult to get off your feet and hard to keep down. As a bonus action, if you are prone, you may stand without causing any attacks as reaction because you stood. In addition, you gain a +2 bonus against any opposed roll that would knock you down or a +2 bonus to any save against an effect that would knock you down.

At Arm’s Length

Starting at 6th level, your mastery of close quarter fighting is such that you can anticipate others’ attacks better than most. As a bonus action in any round where you are within reach of an opponent, you may make an unarmed strike. This attack is made more to gauge range than damage your opponent, and hence you do not add your strength modifier to the damage of this attack.

Speed Combination

Upon reaching 11th level, you can spend 2 ki points to enact a speed combination of attacks as an action. He may make a number of attacks with that action equal to 1 + his dexterity modifier. He may not move in between attacks, so all of the attack must be made against targets that started his round within his threatened range.

Power Combination

When getting to 17th level, you can use 4 ki points to enact a power combination of attacks as an action. For the duration of that round, any attack you make deals maximum damage. This includes attacks made through flurry of blows.



When you choose this path at 3rd level, the stone burden you have placed upon yourself begin to pay dividends. The stones provide you a +1 bonus to armor class, a +1 bonus to Strength, and a +1 bonus to Constitution. The ability increases are due to the training of your body to endure the stones. The armor class is due to the prescence of the stones.

Strike of Stone

Starting at 6th level, you have dedicated yourself to the defeat of arcane magic through physical perfection. You have learned how to focus you ki to harden your fists into stone. For a number of rounds equal to your Constitution modifier, your unarmed attacks deal and extra 1d6 points of damage.

Skin of Stone

When the saoi callum reaches 11th level, you have learned how to harden his skin into stone to turn back physical attacks. By using 2 points of ki, you gain resistance to physical attacks for a number of rounds equal to your Constitution modifier.

Turn Away the Arcane

At 17th level, the soai callum can use his ki to turn back the effects of magic. By spending 3 point of ki, you gain advantage on saves against spells and gain resistance against damage dealt by a spell. These protections last for a number of rounds equal to your Constitution modifier. These protection only work against arcane magic.