Monk
Base Class: Monk

Elemental Guardians harness druidic magic to bolster their training in martial arts and spirituality. These monks are so connected to the natural world that their physical prowess allows them to channel the magic of natural forces.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 11th level.

Spell Slots

The Elemental Guardian 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 spell 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 jump and have a 1st-level and a 2nd-level spell slot available, you can cast jump using either slot.

Spells Known of 1st-Level and Higher

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

The Spells Known column of the Elemental Guardian Spellcasting table shows when you learn more druid 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 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 your magic draws on your attunement 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

Elemental Guardian Spellcasting

MONK LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

4th

2

3

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

5

4

2

9th

2

6

4

2

10th

2

6

4

3

11th

3

7

4

3

12th

3

7

4

3

13th

3

8

4

3

2

14th

3

8

4

3

2

15th

3

9

4

3

2

16th

3

9

4

3

3

17th

3

10

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Flexible Casting

You can use your ki points to gain additional spell slots, or sacrifice spell slots to gain additional ki points.

Creating Spell Slots

You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 4th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

Spell Slot Level

Ki Point Cost

1st

2

2nd

3

3rd

5

4th

6

Converting a Spell Slot to Ki Points

As a bonus action on your turn, you can expend one spell slot and gain a number of ki points equal to the slot's level.

Combat Cantrips

At 6th level, after you cast a cantrip with a casting time of one action that requires an attack roll or a saving throw, you can make an unarmed strike as a bonus action.

Sapping Strikes

Beginning at 11th level, you learn how to make your unarmed strikes and monk weapon attacks undercut a creature's resistance to your spells. When you hit a creature with an unarmed strike or an attack made with one of your monk weapons, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Empowered Elementalist

Starting at 17th level, when you use your action to cast a spell, you can make an unarmed attack as a bonus action.

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