Monk
Base Class: Monk
You follow a monastic tradition that teaches you commune with the natural world, these monks often live along side druids to learn and understand the bond the natural worlds. Often they adapt skills and learn to tap into the power of the elements. Each monk learns of their natural affinity for certain elements but through study and communion with the natural world learn to adapt new skills. Using both basic spell casting learned from the druids in conjunction with the ki they blend skills in furious blows and dazzling magical attacks. 
Many monks of this tradition tattoo their bodies with representations of their nature or the natural worlds. Spending most of their time apart from cilization these monks find themselves most at home in the natural world or conversing with like minded individuals.
 
 

The Divine Flow

At Level 3, You are attuned with nature and energy that flows from the divine and arcane. You gain proficiency in the Arcana and Nature sklils, in addition to an understand of the language of druids. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Through deep study, meditation in training you have learned to harness magic that gives you deep insight and tap into elemental forces. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Duid spell list.

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

Spell Slots

The Elementalist Spellcasting table shows how many spell slots you have to cast your Druid 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 Detect Magic and have a 1st-level and a 2nd-level spell slot available, you can cast Detect Magic using either slot.

Spells Known of 1st-Level and Higher

You know two 1st-level Druid spells of your choice from the Divination or evocation schools of magic, plus an additional spell of your choice from the Druid Spell List. 

The Spells Known column of the Elementalist Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each of these spells must be an divination or evocation spell of your choice, and 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. 

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 gain a level in this class, you can replace one of the Druid spells you know with another spell of your choice from the Druid 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 Druid spells, since you learn your spells through study and your connection 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

Way of the Elementalist 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

 

 
 

Elemental Affinity

At 3rd Level through study or natural predilection you harness specific elemental energy more easily than others. Choose an affinity and  the following spells are added to your spells known. 

 

 

Fire

Earth

Wind

Water

Cantrip

Firebolt

Sword Burst

Shocking grasp

Ray of Frost

Level 3

Burning Hands

Earth Tremor

Dissonant Whispers

Armor of Agathas

Level 7

Aganazzar’s Scorcher

Maxamillian's Earthen Grasp

Shatter

Mirror Image

Level 13

Fireball

Wall of Sand

Gaseous Form

Tidal Wave

Level 19

Fire Sheild

Stoneskin

Storm Sphere

Greater Invisibility 

 
 
 
 

Infused Strikes

At level 6, Your body is stepped in elemental magic that flows from every strike allowing you to more easily utilizes magic Whenever you take the Attack action on your turn you can cast one of your cantrips in place of one of those attacks. Ranged spell attacks cast in this way can be channeled into Melee strikes. 

At Level 11, This ability is further expanded. When you use Flurry of Blows you may spend an additional ki point and cast a cantrip in place of one of you unarmed strikes. Ranged spell attacks cast in this way can be channeled into Melee strikes.

 
 
 

Symbiosis

At level 11, Your ties to nature have become stronger allow you to commune with nature in a way the enhances and revitalizes you while enriching the natural environment around you. When you begin a short rest you enter a trans-like state expending all remains Ki points. At the end of your short rest you regain spell slots equal to on third of your ki points, rounded down (If you begin a short rest with 6 ki points, upon completion you regain 2 spell slots worth of spells. This can be two- level 1 spells or one level 2 spells). If the process is interrupted all ki points are lost and no spell slots are restored. 

Elemental Secrets

After completing a long rest you may choose to imbue your body with elemental magics. You may cast one of the spells of the chosen element once and then are unable to do so again until you complete a long rest. You may choose to spend 5 ki points and gain a level of exhaustion to cast one of the spells again. When using actions granted by Investiture spells the action sounds as an attack action for the purpose of using martial arts or flurry of blows. 

Secrets of Flame

Secrets of Earth

Secrets of Wind

Secrets of Water

Immolation

Passwall

Control Winds

Maelstrom

Investiture of the Flame

Investiture of the Earth

Investiture of the Wind

Investiture of the Ice

 
 
Secret of the Water

You harness primal elemental water allowing you to cast Maelstrom or Investiture of Ice once per long rest. You may choose to spend 5 ki points and gain a level of exhaustion to cast one of the spells again.

Secrets of the Earth

You harness primal elemental fire allowing you to cast Passwall or Investiture of Stone once per long rest. You may choose to spend 5 ki points and gain a level of exhaustion to cast one of the spells again.

Secrets of the Flame

You harness primal elemental fire allowing you to cast flame strike or Investiture of Flame once per long rest. You may choose to spend 5 ki points and gain a level of exhaustion to cast one of the spells again.

Secrets of the Wind

You harness primal elemental fire allowing you to cast Control Winds or Investiture of Wind once per long rest. You may choose to spend 5 ki points and gain a level of exhaustion to cast one of the spells again.

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