Base Class: Monk
Long days of meditation focusing on the world around you have given you some unusual abilities. For you have become the air,water,earth and fire you know all the animals to such a degree that you could become one.you can Chanel your ki. To make plants grow, freeze the vary air, quinch the fearsist fire, or move the vary stone. Fore you are one with the vary fabric of time and magic.
wild shape
You can us you (x)ki and action to mold the ki in your body to assume the shape of a beast that you have seen before. you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
beast shapes
level Max cr Limitations Example
2nd 1/4 No flying or swimming speed wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
you can stay in a beast shape for a number of hours equal to half your monk level (rounded down).
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
‘you can not us ki abilities when you are in wild shape.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Spellcasting
- Drawing on the ki essence of nature itself, you can cast spells to shape that essence to your will. See spells rules for the general rules of spellcasting and the spells rules for the druid spell list.
- Cantrips
- At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
- Spellcasting Ability
- Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your attunement to nature. 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.
monk level
3rd 2 cantrips 1st & 2nd spells
6th 3 cantrips 3rd level spells one resistance
11th 4 cantrips 4th 5th level spells
17th level one resistance 6th 7th 8th 9th level spells
the maximum number of ki pionts you can spend to cast a spell in this way (including its base ki point cost and any additional ki pionts you spend to increase its level) is determined by your monk level, as shown in the spells and ki pionts table
monk levels. Maximum ki pionts for spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
wild shape
wild shape
You can us you (x)ki and action to mold the ki in your body to assume the shape of a beast that you have seen before. you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
beast shapes
level Max cr Limitations Example
2nd 1/4 No flying or swimming speed wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
you can stay in a beast shape for a number of hours equal to half your monk level (rounded down).
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
‘you can not us ki abilities when you are in wild shape.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Spellcasting
Spellcasting
- Drawing on the ki essence of nature itself, you can cast spells to shape that essence to your will. See spell rules for the general rules of spellcasting and the spell rules for the druid spell list.
- Cantrips
- At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
- Spellcasting Ability
- Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your attunement to nature. 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
monk level
3rd 2 cantrips 1st & 2nd spells
6th 3 cantrips 3rd level spells one resistance
11th 4 cantrips 4th 5th level spells
17th level one resistance 6th 7th 8th 9th level spells
the maximum number of ki pionts you can spend to cast a spell in this way (including its base ki point cost and any additional ki pionts you spend to increase its level) is determined by your monk level, as shown in the spells and ki pionts table
monk levels. Maximum ki pionts for spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
Resistance
Resistance
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