Base Class: Monk
There are legends of monasteries that live sequestered within the deep reaches of enchanted forests and sacred groves. Here, students are specialy trained to develop an understanding and attunement to the mystical energies of the natural world around them. Such training is most often taught by mystical beings of nature, like Dryads or Nymphs, but can be passed down by most anyone who has truly mastered these teachings.
With enough time, focus, and discipline, these energies can be harnessed and manifested into a form of magic, bound to the innate spiritual energy within all living things known as Ki. Those that achieve such a state can further their training to strengthen the bond they share to the natural world, allowing them to manipulate their magical energies to create and change its properties in the form of magical spells. Such a person is known as a Shaman, a vigilant guardian of the natural world and all of its inhabitants.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Shaman Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.
The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you develop your magical prowess through your spiritual bonds and understanding of the natural world. 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 druid 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
Shaman Spellcasting
|
MONK LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Mystical Combat
The practice and focus allows your spells and ki to flow together seamlessly in the heat of battle.
At 6th level, whenever you use your action to cast a druid cantrip, you can still use your bonus action to make an unarmed strike or spend 1 ki point to use flurry of blows.
At 11th level, you can use this feature whenever you use your action to cast a druid spell of any level.
Spiritual Flow
At 6th level, you have discovered how the flow of ki through all life overlaps with the magic of the weave, allowing you to draw from it as a source of spiritual energy.
Whenever you expend a spell slot to cast a druid spell of first level or higher, you regain a number ki points equal to the level of the spell slot spent.
Additionally, as an action, you can regain an expended spell slot by spending a number of ki points equal to twice the level of the slot recovered. You cannot recover a spell slot in this way again until you finish a short or long rest.
Soul Sanctuary
At 11th level, your spirit can be projected to create a zone of light that protects you and your allies from harm.
As an action, you can choose a point you can see within 60 feet of you, creating a 5 foot radius sphere of dim light centered on that point. Whenever an ally makes a saving throw while within the dim light, they can use their reaction to add your Wisdom modifier to the roll. They can do so after seeing the roll, but before knowing whether the roll succeeds or fails. Additionally, whenever you cast a druid spell of 1st level or higher, each creature of your choice within the dim light gains temporary hit points equal to 4 times the level of the spell slot spent.
You can use a bonus action on each of your turns to move the sanctuary up to 30 feet to another point you can see, and whenever you use your flurry of blows, you can forgo one of your unarmed strikes to move the sanctuary instead. The sanctuary and any temporary hit points gained this way lasts for 1 minute or until you lose concentration, as if you were concentrating on a spell.
Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 4 ki points to do so.
Sagely Focus
Starting at 17th level, your strikes have become one with your mystical arts, allowing them to flow through the world and the defenses of others with unparalleled focus and precision.
While you are concentrating on a spell, the range of your melee attacks increases to 30 feet, and you gain a bonus to your melee weapon attack and damage rolls equal to your Wisdom modifier.
In addition, creatures that you hit with your weapon attacks and unarmed strikes cannot break your concentration on a spell by damaging you until the start of your next turn.
Previous Versions
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5/23/2022 11:44:49 PM
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32
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4
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1
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Coming Soon
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