Monk
Base Class: Monk

While most monastic traditions teach peace and harmony between one's self and the natural world, you were taught a different kind of beauty. The drumbeat of a crumbling mountain, matched in time with your heartbeat and the beating of your fists. The beautiful song of a roaring inferno, an echo of your own passion, a duet to your fury. You are taught to use your ki to harness the dangerous and chaotic elemental forces that both created the multiverse, and threatens to destroy it. In order to control the flow of this magic you must give in to it, allow it the freedom to do as it must, as you must: destruction comes to all, you are merely the guiding hand. This magic changes you, affecting the world around you. The ground shakes with each step; fire seems to come alive and dance when you're near; waves form in standing water, rippling away from you. The world itself fears your monastic order, your foes will soon learn why.

Spellcasting

When you reach 3rd level, you augment your martial arts with the ability to cast spells. See Spells Rules for the general rules of spellcasting.

Cantrips

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

Spell Slots

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

Spells Known of 1st-Level and Higher

You know three 1st-level Destroyer spells of your choice from the Destroyer spell list.

The Spells Known column of the Way of Destruction Spellcasting table shows when you learn more Destroyer 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 gain a level in this class, you can replace one of the Destroyer spells you know with another spell of your choice from the Destroyer 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 Destroyer 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 Destroyer 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 Destruction 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

Quaking Stance

You adopt a unique fighting style that reflects your earth shattering ki. Apply the following benefits to your Ki Features:

  • When you use the Patient Defense feature, the ground within 5 ft. of you becomes difficult terrain until the start of your next turn.
  • After you use Step of the Wind, you can move through another creature’s space as part of your move. If you do, that creature needs to make a Strength saving throw against your Ki save DC or be knocked prone.
  • When you use your Flurry of Blows, your unarmed strikes deal additional force damage equal to your Wisdom modifier. In addition, when you hit a Large or smaller creature with your Flurry of Blows, you can push that creature 10 ft. away from you in any direction.

Adamantine Fists

At 6th level, your unarmed strikes demolish obstacles in your path. Whenever you make an unarmed strike against an inanimate object and hit, that hit is treated as a critical hit. Your unarmed strikes ignore any damage threshold or resistances the object might have.

In addition, when you use Stunning Strike and the target fails the saving throw by 5 or more, the target falls unconscious. It wakes up if it takes any damage or if another creature uses their action to wake them.

Immutable

Starting at 11th level, difficult terrain doesn't cost you extra movement. In addition, you are immune to any spell or effect that would alter your form.

Calamitous Fist

As an action, you spend a ki point and strike the ground to create a powerful shockwave. Each creature within 10ft of you must make a Strength saving throw against your Ki Save DC or take thunder damage equal to one roll of your Martial Arts die and fall prone. The area affected by your Calamitous Fist becomes difficult terrain until cleared, each 5-foot-diameter portion requiring a minute to clear by hand.

You can fuel this feature with more ki points for greater effect. Each ki point spent (to a maximum of 5) increases the radius by 10 feet and increases the damage by another roll of your Martial Arts die. If you spend 3 or more ki points to fuel this feature, creatures take half damage on a successful save and all objects in the area also take damage.

Destructive Arts

At 17th level, you learn to truly combine your ki and magic.

  • When you use your action to cast a Destroyer spell, you can use Flurry of Blows as a bonus action.
  • When you cast a Destroyer spell that affects an area, you may spend a number of ki points equal to twice the level of the spell to deal maximum damage to objects within the area of the spell.
  • When you cast a Destroyer spell or use a Monk feature that creates difficult terrain, you can spend ki points, up to your proficiency bonus, to increase the radius of the difficult terrain by 5 feet for each ki point spent.
  • When you hit a creature or an object with an unarmed strike, you may expend a spell slot to deal force damage to the target, in addition to the normal damage. The extra damage is equal to two rolls of your Martial Arts die for each level of the spell slot expended.

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