Monk
Base Class: Monk

Across the multi-verse there are a variety of strange and unusual beings from all manner of homes across the planes. You follow a monastic path taught by one of these beings, or have your tradition influenced by them. Perhaps a devil has trained you to fight demonic thralls using a hellish martial art, or maybe an aberration from the Far Realm has taught you a psionic philosophy that awoke your innate gifts.

Perhaps your monastic sanctuary was bestowed an ancient weapon that called your name, or maybe through the understanding of Focus, the followers of your tradition have achieved undying immortality. Whatever strange being took you under their tutelage, you now wield the dangerous eldritch powers of your patron. 

Level 3: Pact Magic

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Warrior of Occultism Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, so 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 warlock 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

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Warrior of Occultism Spellcasting

BLOOD HUNTER
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 2nd
6th 2 3 2 2nd
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 3 3rd
10th 3 5 3 3rd
11th 3 6 3 3rd
12th 3 6 3 3rd
13th 3 7 3 4th
14th 3 7 3 4th
15th 3 8 3 4th
16th 3 8 3 4th
17th 3 9 4 5th
18th 3 9 4 5th
19th 3 10 4 5th
20th 3 11 4 5th
1st Level Spells

You gain a number of spells known of first level as per the Warrior of Occultism spellcasting table. These spells are cast at 1st level.

2nd level spells

You gain a number of spells known of 2nd level or lower, as per the Warrior of Occultism spellcasting table. These spells are cast at 2nd level.

3rd level spells

You gain a number of spells known of 3rd level or lower, as per the Warrior of Occultism spellcasting table. These spells are cast at 3rd level.

4th level spells

You gain a number of spells known of 4th level or lower, as per the Warrior of Occultism spellcasting table. These spells are cast at 4th level.

5th level spells

You gain a number of spells known of 5th level or lower, as per the Warrior of Occultism spellcasting table. These spells are cast at 5th level.

Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocations of your choice, such as Pact of the Tome. Invocations are described in the section later in this class’s description.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Monk level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.

When you gain certain Monk levels, you gain more invocations of your choice, 1 additional at 5th level, 7th level , 9th level, 12 level, and 15th level.

You can’t pick the same invocation more than once unless its description says otherwise.

Agonizing Blast (Eldritch Blast)

Prerequisite: a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage. You can add your Wisdom modifier to that spell’s damage rolls.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Ascendant Step

Prerequisite: Level 5+ Monk

You can cast Levitate on yourself without expending a spell slot.

Devil Sight

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Eldritch Mind

You have Advantage on Constitution saving throws that you make to maintain Concentration.

Eldritch Spear

Prerequisite: a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Fiendish Vigor

You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

Gaze of Two Minds

Prerequisite: Level 5+ Monk

You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.

Gift of the Depths

Prerequisite: Level 5+ Monk

You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.

Gift of the Protectors

Prerequisite: Level 9+ Monk, Pact of the Tome Invocation

A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Wisdom modifier (minimum of one name).

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

As an Action, you can erase a name on the page by touching it.

Investment of the Chain Master

Prerequisite: Level 5+ Monk, Pact of the Chain Invocation

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.

Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.

Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.

Lessons of the First Ones

Prerequisite: Level 2+ Monk
You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.
Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.

Lifedrinker

Prerequisite: Level 9+ Monk, Pact of the Blade Invocation

Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Mask of Many Faces

You can cast Disguise Self without expending a spell slot.

Master of Myriad Forms

Prerequisite: Level 5+ Monk

You can cast Alter Self without expending a spell slot.

Misty Visions

You can cast Silent Image without expending a spell slot.

One with Shadows

Prerequisite: Level 5+ Monk

While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

Otherworldly Leap

You can cast Jump on yourself without expending a spell slot.

Pact of the Blade

As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Wisdom modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Chain

You learn the Find Familiar spell and can cast it without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Pact of the Tome

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.

Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

Spellcasting Focus. You can use the book as a Spellcasting Focus.

Repelling Blast

Prerequisite: a Warlock Cantrip That Deals Damage via an Attack Roll

Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Visions of Distant Realms

Prerequisite: Level 9+ Monk

You can cast Arcane Eye without expending a spell slot.

Whispers of the Grave

Prerequisite: Level 7+ Monk

You can cast Speak with Dead without expending a spell slot.

Witch Sight

Prerequisite: Level 15+ Monk

You have Truesight with a range of 30 feet.

Monastic Arcana

Through your eldritch practices, and the powers bestowed upon you by your patron, you gain access to arcana. Starting at 6th level, at the end of a long rest, choose one spell from the cleric, druid or, wizard spell list. The spell you choose must be of a level you can cast. The chosen spell counts as a warlock spell and does not count against the number of spells you know.

You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again. At 11th level you can choose an additional spell of up to 5th level.

Monastic Arcana II

Through your eldritch practices, and the powers bestowed upon you by your patron, you gain access to arcana. Starting at 11th level, at the end of a long rest, choose one spell from the cleric, druid or, wizard spell list. The spell you choose must be of 5th level. The chosen spell counts as a warlock spell and does not count against the number of spells you know.

You can cast your this spell once without expending a spell slot. You must finish a long rest before you can do so again.

Mastered Arcanum

You master the practices of martial and arcane. You are attuned to the magical energy within all living bodies, and the eldritch magic bestowed upon you. You choose four spells from the warlock spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells count as Warlock spells for you, and do not count against the number of spells you know.

You can cast these spells at their lowest levels by focus points equal to 1 + the spell level. Once a spell granted by this feature is cast, it cannot be cast again until you complete a long rest.

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