Monk
Base Class: Monk

The Way of the Sacred Fists combines cleric magic and monk training.

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 cleric spell list. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it as long as the components are not consumed and do not have a monetary value.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cantrip of your choice at 10th level. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

Rules Tip: Cantrips are Spells

Cantrips are 0-level spells, which don’t use spell slots. When a feature applies to spells, that feature applies to cantrips, unless the feature specifies that the spells must be of 1st level or higher or must expend a spell slot.

Spell Slots

The Way of the Sacred Fists Spellcasting table shows how many spell slots you have to cast your Cleric 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 shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Way of the Sacred Fists Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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.

Whenever you finish a long rest, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. 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 cleric 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

Way of the Sacred Fists 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

Expanded Spell List

The Way of the Sacred Fist lets you choose from an expanded list of spells when you learn a cleric spell. The following spells are added to the cleric spell list for you.

Spell Level Spells
Cantrip shillelagh, green-Flame blade, booming blade
1st divine favor, shield, absorb elements
2nd barkskin, branding smite, magic weapon, alter self
3rd haste, fly
4th fire shield, stoneskin

Ki-Empowered Metamagic

At 6th level, you gain the ability to twist your Cleric spells to suit your needs. You gain two of the following Metamagic options of your choice.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a Cleric spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 ki point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a Cleric spell that has a range of 5 feet or greater, you can spend 1 ki point to double the range of the spell.

When you cast a Cleric spell that has a range of touch, you can spend 1 ki point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a Cleric spell, you can spend 1 ki point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a Cleric spell that has a duration of 1 minute or longer, you can spend 1 ki point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a Cleric spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ki points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a Cleric spell that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a Cleric spell and miss, you can spend 2 ki points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell

When you cast a Cleric spell, you can spend 1 ki point to cast it without any somatic or verbal components.

Transmuted Spell

When you cast a Cleric spell that deals a type of damage from the following list, you can spend 1 ki point to change that damage type to one of the other listed types: radiant, necrotic, force.

Twinned Spell

When you cast a Cleric spell that targets only one creature and doesn’t have a range of self, you can spend a number of ki points equal to the spell’s level to target a second creature in range with the same spell (1 ki point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.

Divine Strike

At 11th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a monk weapon or unarmed strike, that creature has disadvantage on the next saving throw it makes against a Cleric spell you cast before the end of your next turn.

Rule Tip: Weapons, Natural Weapons, Weapon Attacks, and Unarmed Strikes

Things designated as weapons by the rules, including natural weapons, are indeed weapons. In contrast, unarmed strikes are not weapons. They are something you do with an unarmed part of your body.

The game often makes exceptions to general rules, and this is an important exception: unarmed strikes count as melee weapon attacks despite not being weapons.

If a rule calls for a “weapon,” then a “natural weapon” qualifies, but an unarmed strike does not. If a rule calls for a “weapon attack,” then an unarmed strike will qualify.

Some rules, such as those for Tabaxi Claws or the spell alter self, provide you with a natural weapon with which you can make an unarmed Strike. In these exceptional cases, the unarmed strike qualifies as both a weapon and a weapon attack.

Martial Magic

Beginning at 17th level, when you use your action to cast a cleric spell, you can make one unarmed strike as a bonus action, or you can spend a ki point to make two unarmed strikes as a bonus action.

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