Way of the Shooting Star

The starry night provides wonders and delight to its onlookers, many unaware of the sheer might these celestial bodies possess. A monk who follows this traditions channels their might to mimic these otherworldly objects, their body glowing as they fight. Those who go against such warriors will have to content with blinding speeds and the roaring flames they deliver.

Aspect of the Stars

Also at 3rd level, your strikes channel a falling stars power when you mimic them. If you move at least a number of feet equal to your Unarmored Movement bonus, you gain the following benefits until the start of your next turn:

At 11th level, the damage of this feature increases to two rolls of your Martial Arts die.

Wind of the Cosmos

Upon choosing this tradition at 3rd level, your Unarmored Movement increases by 10 feet, and continues to do so every time it normally increases (to a maximum of +60 feet).

You can also take the Disengage and Dash action at the same time when using Step of the Wind. You can use Step of the Wind in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.

Starry Step

Starting at 6th level, you are capable of moving like comets across the night sky. Whenever you jump or fall, you can halt your descent and instead move on air as if it was horizontal ground. You start falling again once you finish your turn, unless you have used Step of the Wind this turn or you finish your movement on a solid surface.

Wishing Star

At 11th level, you can mimic the magical abilities a wishing star can provide. You learn the Guidance spell. You can also spend 1 ki point to cast Guiding Bolt or Augury, or 4 ki points to cast Haste or Melf's Minute Meteors.

Star-Fall

At 17th level, you can channel the absolute destruction celestial bodies can perform. As an action, you leap into the sky above. Upon the start of your next turn, choose a space within 100 feet of where you were. You descend onto that space, creating a 40-foot-radius, 80-foot-high cylinder of bright light. Choose fire, bludgeoning, or thunder. Any creatures of your choice within this area must make a Dexterity saving throw, taking 10d10 of this damage type on a failed save, or half as much on a successful one. Any creature within this area also falls prone upon failing this save.

Once you have used this feature, you can't use it again until you finish a long rest.