Reno is haunted by spirits and has been studying in the temple to find out more about these spirits. He wanted to become closer and make peace with them so they’ll leave him alone. The books don’t work and he decided to take a magical approach to it. He's already made peace with some of them which is why he has the power of astral projection but ultimately he just wants to have a good night rest.
The Story
While travelling in Noctilis Reno was drawn to an individual from within a crowd. He pursued the person to learn that they were Edmund. Edmund was on his way to a hiring fair which prompted Reno to take part in it as well. He was hired on by Diana Voxville to act as an escort on her expedition. He was able to get to know a few of the other members he would soon be working with before setting off on their journey. Reno kept to himself for the most part, only speaking when spoken to. Everything was still new for him. A fight had struck when they were ambushed by a group of bandits. The injured Diana fell into the cart with him as Gidget called out to him to aid her. The fight ended while one survivor was left behind to be interrogated.
After the encounter with the bandits Reno watched Gaius and Gidget tie up the lone survivor before heading to Myzopodis. As Reno got back into the carriage Reno started to feel it. The same feeling he’s experienced before. It had been sometime since it had come to him and he let it overtake himself.
To others, it was just sleep, but to Reno this was something different. His mentor referred to this as the Dreamstate. Entering this meant that his soul would be unchained from his body.
Reno awoke to the same blue-green haze in a cavernous like space. The crystalline walls depict images of people’s dreams allowing Reno to peer into their minds. See what and who they really are, what they think about, what their past may have been.
The crystals started to glow one by one as Reno walked by them. Gazing into the crystals Reno eventually catches a glimpse of Gaius. Although brief, Reno saw him and a female dancing together. In another crystal Reno sees Gidget walking with other centaurs. The next crystal showed Diana exploring on her own while the next crystal showed Winston talking to other royals and nobles. These were the dreams of those who Reno had been traveling with. The last crystal nearby activated but something odd happened before Reno could get to it.
A ghostly mist figure walked past him cutting Reno off from his path towards the crystal. Reno was caught off guard by the sight as another one followed after it. He’d been to this Dreamstate many times before, but never experienced something quite like this before.
Following the figures, they lead Reno to a pool of water. As he got closer Reno could hear the voice of a woman. Her sobbing echoed off of the crystals in the cavern as Reno remained in silence. The sound was very surreal as he could do nothing but listen. Reno knew there was no one around, but he still wanted the voice to feel some sort of comfort.
As time went on and the crying continued, Reno eventually began to feel warmth on his cheek. Although his soul was unchained from his body, Reno could still feel some things that his body comes into contact with. Raising his hand Reno called upon his astral eyes to see what was happening to Reno. Diana was in the carriage with Reno with her hand on his cheek as she sat at his side. Her presence was comforting as Reno lifted his hand to touch hers. But alas, Reno was in the Dreamstate.
Waving the imagery aside, Reno noticed that the crying had stopped and he was sitting in silence once more.
The longer he remained in the Dreamstate, the more changes started to occur. He was told that he had full control over this space, but it appeared that this was no longer the case. The once cavernous crystal room was starting to fill with trees. The blue-green haze remained, but flowers began to bloom. Reno could hear the sounds of running water from a small creek that had formed. Something else was in this Dreamstate with Reno.
He was not alone here.
During his time in the Dreamstate, Reno was separated from the rest of his friends.
Trivia
- Reno has a history of not sleeping at all or falling into a deep sleep. This is believed to be because of his Kalashtar heritage.
Abilities
Monk
Way of the Astral Self - Subclass
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
FORMS OF YOUR ASTRAL SELF
The astral self is a translucent embodiment of the monk’s soul. As a result, an astral self can reflect aspects of a monk’s background, ideals, flaws, and bonds, and an astral self doesn’t necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur—the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc’s soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.
When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
Arms of the Astral Self
3rd-level Way of the Astral Self feature
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you 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 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. 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 Strength saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- 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.
Visage of the Astral Self
6th-level Way of the Astral Self feature
You can summon the visage of your 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 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
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.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Astral Self
11th-level Way of the Astral Self feature
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 armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
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 Martial Arts die.
Awakened Astral Self
17th-level Way of the Astral Self feature
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 10 minutes. This awakening ends early if you are incapacitated or die.
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 Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.