Monk
Base Class: Monk

Warriors of the Steady Brush guard the secret of creating charms, pieces of paper that have been imbued with powerful magic. By focusing their ki through a simple brush, and writing complex, intricate symbols with an accuracy cultivated over years of painstaking practice, they can create charms that replicate various magical effects.

This discipline is one of the most well-guarded of all monastic traditions. As such, its secrets are unknown even to Grandmasters of other monasteries.

Spellcasting

You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as a Warrior of the Steady Brush.
   Cantrips. You know two cantrips of your choice from the Druid spell list (see that class's section for its list). Produce Flame and Thorn Whip are recommended. Whenever you gain a Monk level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.
   When you reach Monk level 10, you learn another Druid cantrip of your choice.
   Spell Slots. The Warrior of the Steady Brush Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

WARRIOR OF THE STEADY BRUSH SPELLCASTING
  Monk     Spells    Spell Slots per Spell Level
     Level        Prepared          1            2             3             4

          3                    3                   2            —                     
          4                    4                   3            —                    
          5                    4                   3            —                    
          6                    4                   3                                  
          7                    5                   4              2          —         —
          8                    6                   4              2            
        
          9                    6                   4              2             —         —
         10                   7                   4              3                      —
         11                   8                   4              3             —         —
         12                   8                   4              3                      —
         13                   9                   4              3               2          —
         14                  10                  4              3               2          —
         15                  10                  4              3               2            
         16                  11                  4              3               3            
         17                  11                  4              3               3            
         18                  11                  4              3               3            
         19                  12                  4              3               3               1
         20                  13                  4              3               3               1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list. Cure Wounds, Entangle, and Fog Cloud are recommended.
The number of spells on your list increases as you gain Monk levels, as shown in the Prepared Spells column of the Warrior of the Steady Brush Spellcasting Table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Monk, your list of prepared spells can include 5 Druid spells of levels 1 and 2 in any combination.
   Changing Your Prepared Spells. Whenever you gain a Monk level, you can replace one spell on your list with another Druid spell for which you have spell slots.
   Spellcasting Ability. Dexterity is your spellcasting ability for your Druid spells.
   Spellcasting Focus. You can use Calligrapher's Supplies as a Spellcasting Focus for your Druid spells.

Level 3: Ki-Infused Charms

At the end of your Long Rest, you can choose a number of spells you have prepared, except cantrips, and imbue them into charms. You can create as many charms as you wish as long as the combined levels of all the imbued spells do not exceed your proficiency bonus.

Spells cast from a charm originate from that charm but are treated as if you casted them. Spells that normally require concentration do not when imbued in a charm. If the spell you wish to imbue requires a material with a cost, you must expend this material when you create the charm. If the imbued spell has a cast time longer than an action, you must spend the required amount of time creating the charm and, if you do, the charm can be used as an action. If the imbued spell is normally cast as an action, the charm can be used as a bonus action. Charms do not require verbal, or somatic components. In order to use a charm, you must be within 150ft of it. 

To use this feature, Calligrapher’s Supplies, ink, and paper to write on. The charms remain imbued with magic for 24 hours and lose their power after one use.

At 11 level, you can imbue the charms with spells cast at a higher level. You must expend Focus points equal to the increase in the spell’s level. For example, if you wish to imbue a 1st-level spell at 2nd-level, you must expend 1 Focus point when you create the charm. Spells cast this way are treated as being cast using a higher Spell Slot.

Level 3: Charmed Senses

You have learned to channel your senses through your charms. To do this, you must be conscious and within 150ft of the charm. You can only channel your senses through one charm at a time. In combat, you can channel your senses through a charm using a bonus action.

  • At 3rd level, you can hear sounds that occur within 30ft of your charm. While doing this, you become Deafened.

  • At 6th level, you can see through your charm. While doing this, you become Blinded.

  • At 11th level, you can telepathically move your charm. It gains a flying speed of 15ft. It cannot move more than 150ft of your position.

  • At 17th level, when you cast a spell using a Spell Slot, you can treat your charm as the spell's point of origin.

Level 6: Hasty Calligraphy

Your growing experience in writing charms has allowed you to craft a limited number of them quickly, but accurately. At the end of a short rest, you can create a number of charms equal to half your proficiency bonus, rounded down. At 6th level, they can only be imbued with 1st-level spells or cantrips. At 11th level, this increases to 2nd-level spells and, at 17th level, this increases to 3rd-level spells. The charms remain imbued with magic for 24 hours.

As a bonus action in combat, you can expend 2 Focus points to attempt to quickly create a charm. Choose a spell you have prepared, then make a Calligrapher’s Supplies (Dexterity) test equal to 10 + double the level of the desired spell. On a success, you create a charm that remains imbued with the magic of that spell for 24 hours and loses its power after use. On a fail, you do not successfully create a charm. You regain this feature after a long rest.

Level 11: Charm Obscuration

You have learned to obscure your charms, and to use your Ki to set conditions for their activation. You can place a charm on a surface and expend 1 Focus point. Upon doing so the charm becomes invisible. You can also dictate a simple condition to activate the charm, such as:

  • Motion in its vicinity.

  • Something touching it.

  • A trigger word being spoken.

Upon the fulfilment of the condition, the charm will activate. For spells that require a target, the target will be the creature that fulfilled the condition. For spells that center on a point, they are centered on the creature that fulfilled the condition. Spells with a range of Touch require physical contact to be activated and the spell is cast on the creature that touched the charm. Activated charms lose their invisibility. Charms with a condition will activate upon the resolution of that condition even if the player is more that 150ft from the charm at the point of activation.

The charm can be detected by features or spells that detect the presence of magic, or of magic items. Additionally, creatures with truesight can see the charms.

Level 17: Complex Charmwriting

You gain the ability to create more detailed charms that can be infused with more ki, causing them to activate their effects several times. When you use or place a charm, you can expend up to 2 Focus points. The effect of the spell is repeated on each turn after the initial activation for a number of turns equal to the number of Focus points you expended. Each time the Charm activates, you can designate the target of the spell.

Additionally, you can choose one level 5 spell from the Druid spell list. This spell is treated as prepared by you and you gain the ability to cast the spell without using a Spell Slot once per Long Rest. This spell cannot be swapped using the Spellcasting feature.

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