Base Class: Monk
An uncommon Monastic Tradition that stems from a mysterious tribe that once practiced in archaic forms of druidcraft and wizardry, and then later applied these to traditional monastic principles before developing into the sect of martial arts known as the Way of Channelers. A channeler makes use of innate magical capabilities in tandem with traditional martial arts, and will use ki to tap into the latent magical energies surrounding them, or even convert ki directly into raw mana.
Ki Conversion
Spellcasting
As practitioners of martial arts and arcane arts Channelers can convert ki into magical energy to produce the effects of spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard, druid, and Cleric spell lists.
Cantrips
At 3rd level, you know any combination of three different wizard, druid, and/or cantrips. You learn one additional cantrip of your choice at 5th level, and then again 11th level in this class.
Spellcasting
At 3rd level, choose 6 preffered spells that you have memorized from spells among the wizard, druid, and/or cleric spell lists. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
You prepare the list of spells that are available for you to cast. To do so, choose a number of preferred spells equal to your Wisdom modifier + your wizard level (minimum of one spell).
The Monk table shows how many ki points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a ki point equal to spell’s level. You can spend additional ki points to cast a spell at a higher level.
At 3rd level, the maximum level of spells you can prepare or cast spells is equal to your proficiency bonus. At 11th level, the maximum value of a spell you can prepare is equal to your proficiency bonus +1.
For example, if you’re a 3rd-level monk, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of up to 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using 1 ki point or 2 ki points. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent meditating and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each new spell.
Spellcasting Ability
Wisdom is your spellcasting ability for your these spells, since you learn your spells through a direct connection to the Weave made using your ki. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you know the spell.
Learning Spells From Spell Scrolls
When you find a spell of 1st level or higher, you can meditate on and practice the spell if it is of a spell level you can prepare and if you can spare the time to decipher and learn it.
Meditating on and practicing the spell, involves reproducing the basic form of the spell, then deciphering its unique system of notation. You must practice the spell until you can memorize and fully understand the sounds or gestures required.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Warrior of the Weave
Starting at 6th level, you are no longer a novice when it comes to channeling the eldritch forces. Your mastery of form and impeccable technique has strengthened the conduit between your life energies and the Weave to create a potent combination of speed, accuracy and power.
- Add your Wisdom modifier to your initiative rolls.
- Add your half your Wisdom modifier (rounded down) to weapon attack and damage rolls.
- Add half your Dexterity modifier (rounded down) to spell attack and damage rolls.
Arcane Synergy
At 6th Level, your synergy with the latent arcane energies permeating the cosmos, allowing you to produce magical energies more efficiently and precisely.
Reduce the number of ki points expended to cast spells of 2nd level or higher by 1.
Mystic Duality
Your prominent skills as a martial artist have come together with your latent magical potential to work in tandem, adding an intense potency to your magic and martial arts.
Starting at 11th level, the DC for your ki and spells is increased by +1. At 17th level, the DC for your ki and spells is increased by an additional +1.
Magic Martial Arts
At 17th Level, augment the traditional monk arts to new heights using magic. When you hit a target with a spell you can use an equal number of martial art dice in place of damage dice you would normally roll for that attack. In addition, you learn the following unique martial arts techniques:
Arcane Deflect
You can use your reaction to deflect and redirect magic when you are hit by a spell or magical ability. When you do so, the damage you take from the attack is reduced by 1 martial arts die + your Wisdom modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki point to capture some of the deflected magic, convert the captured magic into raw ki and fire it like a bullet to make a ranged attack as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Arcane Bind
You can now interfere with the flow of ki in an opponent’s body with your spell attacks. When you hit another creature with a spell attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Arcane Flurry
When you cast a spell from the druid or wizard spell lists as an action on your turn, you can spend 1 ki point to cast a cantrip as a bonus action. For example, if you take your turn and use your action to cast a druid or wizard spell, you can also cast a cantrip as a bonus action by spending 1 ki point, assuming you haven’t already taken a bonus action this turn.
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