Base Class: Monk
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting.
Cantrips
You learn three cantrips: Three cantrips of your choice from the sentinel spell list. You learn another sentinel cantrip of your choice at 10th level.
Spell Slots
The Way of the Sentinel Spellcasting table shows how many spell slots you have to cast your sentinel 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sentinel spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Way of the Sentinel Spellcasting table shows when you learn more sentinel spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion 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 spells, since you learn your spells through dedicated study and memorization. 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 Wisdom 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 Sentinel Spellcasting
Monk Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
|||
3rd |
3 |
3 |
2 |
— |
— |
— |
4th |
3 |
4 |
3 |
— |
— |
— |
5th |
3 |
4 |
3 |
— |
— |
— |
6th |
3 |
4 |
3 |
— |
— |
— |
7th |
3 |
5 |
4 |
2 |
— |
— |
8th |
3 |
6 |
4 |
2 |
— |
— |
9th |
3 |
6 |
4 |
2 |
— |
— |
10th |
4 |
7 |
4 |
3 |
— |
— |
11th |
4 |
8 |
4 |
3 |
— |
— |
12th |
4 |
8 |
4 |
3 |
— |
— |
13th |
4 |
9 |
4 |
3 |
2 |
— |
14th |
4 |
10 |
4 |
3 |
2 |
— |
15th |
4 |
10 |
4 |
3 |
2 |
— |
16th |
4 |
11 |
4 |
3 |
3 |
— |
17th |
4 |
11 |
4 |
3 |
3 |
— |
18th |
4 |
11 |
4 |
3 |
3 |
— |
19th |
4 |
12 |
4 |
3 |
3 |
1 |
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Path of the Sentinel
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain spells & weapons.
Weapon of the Sentinel. Choose a type of weapon to be your sentinel weapon. The weapon can only be a melee weapon. The weapon you choose can be any simple or martial weapon that lacks the heavy and special properties. You gain proficiency with this weapon if you don’t already have it. Weapon of the chosen type are monk a weapon for you.
To change your type of sentinel weapon you will have to train extensively for about 90 days with it. This can be done as a downtime activity if your DM allows it.
Sentinels Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and your monk weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
When you have bonded with the weapon and it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Accuracy of the Serpent
You can spend 2 ki points to use an attack action to throw your monk weapon. It have a range of 30/60 feet.
Fist of Force
You can spend 4 ki points to punch a wave of force out from you. Each creature in a 15-foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 4d6 force damage and is pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell's effect.
Sentinel Magic
When you cast a spell that has a casting time of 1 action, you can spend 4 ki points to change the casting time to 1 bonus action for this casting.
Sentinels Weapon Mastery
Your mastery of your monk weapon grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
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