Beginning at 5th level you can attack twice instead of once when you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

At 3rd level, as an action, you can expend 1 fury point to discharge your celestial energy in a focused blast. When you do so, you make a ranged spell attack. The range for this attack is 30ft. On a hit, a creature takes 2d8 force damage. For every 2 additional fury you spend beond the first, the damage increases by 1d8.

Starting at 3rd level, when you hit a hostile creature with an unarmed attack, you gain 1 point of fury. Fury is used to fuel your celestial warrior abilities such as your Celestial Discharge. Fury lasts for 1 minute from the time of your last successful unarmed strike, at which point any accumulated fury fades. The maximum number of fury points you can have in your pool at any time equals our proficiency bonus + your Constitution modifier.

At 1st level, your unarmed strikes deal 1d8 damage in place of normal unarmed damage. This die changes to 1d10 at 10th level and to 1d12 at 20th level.

Beginning at 1st level, when you drop to 0hp, and being making death saving throws to stabilize yourself, you gain 1d8 + your Constitution modifier in permanent hit points at the end of the next long rest you take, provided you survive. You do not benefit from this feature if:

You start with the following equipment, in addition to the equipment granted by your background:

Multiform

At 6th level, as an action you can expend 2 fury points to create a perfect illusory duplicate of yourself that lasts for 1 minute or until you lose your concentration (as if concentrating on a spell). The duplicate appears in an unoccupied space that you can see within 5ft of you. The duplicate moves with you and mimics your actions, shifting position so it's impossible to track witch image is real. You can cast your celestial discharge as though you were in the illusions space, but must use your own senses. You can create multiple duplicates when you use this feature by expending an additional 2 fury points per duplicate (maximum of 3 duplicates). When a creature makes an attack against you while you have at least 1 duplicate, it can make a Wisdom (Perception) check contested by your Dexterity (Stealth) check. If the creature fails the contest, it rolls its attack against a duplicate. A duplicate has an AC of 5 + your Dexterity modifier, and 1 HP. If the creature wins the contest, it is able to discern the real you and can make an attack normally. If it hits with its attack, it knows which image is you until the beginning of your next turn.

After you use this feature, you cannot use it again until you finish a long rest.

Solar Flare

At 7th level, as an action you can expend 3 fury points to attempt to blind a creature when you and that creature are both in an area of bright light. One creature of your choice must make a Constitution saving throw. If it fails it is blinded for 1 minute. At the end of each of the creatures turns, it can make a Constitution saving throw, ending the blindness early on a success.

Celestial Rage

Beginning at 9th level, as a bonus action on your turn, you can expend up to 5 fury points to enter an elevated state of power. Celestial Rage lasts for a number of rounds equal to your Constitution modifier, or until you are knocked unconscious. While in this elevated state, you gain the following benefits:

you have resistance to all damage but psychic.

your unarmed attacks gain a bonus to the attack and damage rolls equal to your Constitution modifier.

the number of attacks you can make on your turn increases by an amount equal to the number of fury points you spent to use Celestial Rage.

your speed is doubled.

When your celestial rage ends, you suffer a number of levels of exhaustion equal to the number of fury points you spent to use Celestial Rage, and must finish a long rest before you can use this feature again.

Ki Blast Variants

At 10th level, you have learned new ways to release your energy with your celestial discharge feature. You can choose one of the following variants to apply to your celestial discharge by expending an additional 1 fury when you make a ki blast attack.

Piercing blast - You discharge a blast in a 5ft x 60ft line. Choose one creature and make a ranged spell attack roll. On a hit, the target takes 2d6 force damage, and all creatures in the area of effect behind it must make a Dexterity saving throw taking 1d6 force damage on a failed save or half as much on a success. If the attack misses the initial target in the line, any creatures behind it make their saving throw with advantage.

Explosive blast - Choose one creature within range and make a ranged spell attack. On a hit the target takes 4d8 + your Constitution modifier force damage.

Barrage - Creatures in a 30ft diameter sphere centered on a point you choose within 30ft must make a Dexterity saving throw. Each creature in the area takes 4d4 damage on a failed save, or half as much on a success.

Seeking blast - Choose one target within range. Your blast seeks out that target, dealing 3d4 + 3 force damage.

When you gain this feature at 10th level, and again at 14th level, 17th level and 20th level, you can choose one of the variants to become more adept in. The variant you choose doesn't cost you the extra 1 fury to cast. As normal with your celestial discharge, you can increase the damage of the variant you choose by 1 die for every 2 fury you spend in addition to the fury needed to cast the variant.

Energy Deflection

At 13th level, when you are hit with a spell that has a magical projectile such as a chromatic orb spell or ray of frost spell, you can use your reaction to reduce the damage by an amount equal to 1d10 + your Constitution modifier + your celestial warrior level.

Alternatively, when a creature you can see makes a spell attack against one of your allies that has a magical projectile such as a chromatic orb spell or ray of frost spell, you can use your reaction to move up to 1/2 your speed to interpose yourself between the attack and your ally. When you do, the spell is automatically assumed to hit, and hits you instead of your ally. As part of the same reaction you can reduce the damage of that spell attack by an amount equal to 1d6 + your Constitution modifier + your celestial warrior level.

Celestials Step

At 14th level, you gain a flying speed of 40 feet.

Celestial Vigor

Beginning at 15th level, when you finish a long rest the number of levels of exhaustion that are removed is equal to your Constitution modifier instead of 1.

Celestial Resistance

Beginning at 16th level, your armor class when you are not wearing armor is equal to your celestial warrior level.