Base Class: Monk
The Way of the Wise Sage dedicates its practices to an ancient story of a particular monk, one who has been known by many titles; the Traveling Scholar, the Wise man of the Mountain, the Weave Walker, and the Godly Sage. All these stories have one common factor; a wise man that bent the weave to his whim, one who practiced his traditions far from any prying eyes at his mountain-top monastery. His story is used by students who seek greater wisdom and have a talent for magic. The weave is said to expand naturally throughout the material plane and touch every soul that inhabits it. These students adapted their traditions towards the path to enlightenment by seeking a larger understanding of the world and the workings of the weave to reach a keener understanding of one self.
Spellcasting
When you choose this tradition at 3rd level, you learn the workings of the weave and how to bend it to your will in order to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. The spells you learn in this way are referred to as Sage Spells.
Cantrips
You learn two cantrips of choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Sage Spellcasting table shows how many spell slots you have to cast your sage 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 cleric spells of your choice. Additionally, you learn the find familiar spell, which doesn't count against the number of spells you know, and you always have it prepared. You can cast this spell as a ritual.
The Spells Known column of the Sage Spellcasting table shows when you learn more sage spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots, and must be from the cleric spell list. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you complete a long rest, you can replace one spell that you have prepared with a different sage spell by meditating at least 1 minute per spell level for each spell you replace. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your sage spells, since your spells come from your dedication to meditation and connection through the weave. 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 sage 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
Sage Spellcasting
Monk Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
|||
3rd |
2 |
4 |
2 |
— |
— |
— |
4th |
2 |
5 |
3 |
— |
— |
— |
5th |
2 |
5 |
3 |
— |
— |
— |
6th |
2 |
5 |
3 |
— |
— |
— |
7th |
2 |
6 |
4 |
2 |
— |
— |
8th |
2 |
7 |
4 |
2 |
— |
— |
9th |
2 |
7 |
4 |
2 |
— |
— |
10th |
3 |
8 |
4 |
3 |
— |
— |
11th |
3 |
9 |
4 |
3 |
— |
— |
12th |
3 |
9 |
4 |
3 |
— |
— |
13th |
3 |
10 |
4 |
3 |
2 |
— |
14th |
3 |
11 |
4 |
3 |
2 |
— |
15th |
3 |
11 |
4 |
3 |
2 |
— |
16th |
3 |
12 |
4 |
3 |
3 |
— |
17th |
3 |
12 |
4 |
3 |
3 |
— |
18th |
3 |
12 |
4 |
3 |
3 |
— |
19th |
3 |
13 |
4 |
3 |
3 |
1 |
20th |
3 |
14 |
4 |
3 |
3 |
1 |
Deflect Spell
Beginning at 3rd level, you learn to manipulate the weave to give yourself a measure of protection, using your foes magic against them. You can instead use your Deflect Missiles feature to stop a single target spell when an enemy that you can see hits you with a ranged spell attack. The spell that you can deflect must be used as part of a ranged spell attack roll, spells that do not require an attack roll are unaffected by this feature. You use the spells damage die if you change the target of the spell, all other rules for Deflect Missiles still apply.
Energy Transfer
When you reach 11th level, you can use a number of ki points to regain expended spell slots. As an action, you regain one expended spell slot equal to the number of ki points you spend. For example, you may use 1 ki point to regain a 1st level spell slot, or 4 ki points to regain a 4th level spell slot. Once you use this feature, you can't do so again until you finish a long rest.
Sage Meditation
Your pursuit of understanding the world and its connection to the weave has gifted you with certain abilities. You can spend up to 5 ki points while meditating for 10 minutes, doing so gives you certain clarity. You declare which result you wish to know and how many ki points you spend at the beginning of your meditation. The outcome is detailed in the Meditation of the Sage table. Once you use this feature, you can't do so again until you finish a short or long rest.
Meditation of the Sage
KI POINTS SPENT |
RESULT |
---|---|
1 |
You learn of any disease, poison, or similar affliction affecting you or any creature that is friendly towards you within 30 feet. |
2 |
You learn if any area within 1 mile of you is currently consecrated or desecrated. You know the direction of the area, but no other details. |
3 |
You learn the direction of a place that you describe, such as a city, ruins, or landmark. The result fails if it is farther than 10 miles of you. |
4 |
You learn if you or any creatures that are friendly to you within 30 feet is under the effects of divination magic. Such as being a target of the scrying spell. |
5 |
You instantly cast the legend lore spell. You must have access to the spells material components at the start of your meditation, or the result fails. |
Wisdom of the Sage
Upon reaching 17th level, you can tap into the weave to attempt cast a spell that you don't know. You choose a spell from any class list that is not one of your prepared spells and expend a number of ki points equal to the spells level. Then you make a Wisdom ability check, the DC equals 10 + the spells level. If you succeed, you cast the spell according to its normal cast time. If you fail the ability check, nothing happens and this feature is wasted. You must declare which spell you are attempting to cast before rolling. If the spell requires material components, you must have them available when you use this feature. Once you use this feature, you cannot do so again until you finish a long rest.
Comments