Monk
Base Class: Monk

Monks of the Way of Spinjitzu are people born with elemental powers that can be unlocked. They also learn to use this elemental energy to allow them to create a vortex of whirling energy around them. Once the monks gain enough power, they reach their true potential and have extraordinary elemental abilities.

Spellcasting

When you reach 3rd level, you are able to use your ki energy to cast spells.

Cantrips. You learn two cantrips of your choice from the sorcerer, warlock, or wizard spell list. You learn an additional cantrip of your choice at 10th level.

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

You also can spend a number of ki points equal to the spell's level to cast the spell without using a spell slot. Otherwise, you cast the spell as normal.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the sorcerer, warlock, or wizard spell lists.

The Spells Known of the Way of Spinjitzu Spellcasting table shows when you learn more 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 7the 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 sorcerer, warlock, or wizard spells you know with another spell of your choice from the sorcerer, warlock, or wizard spell lists. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your spells, since you use the power of your ki to cast your 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 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 Spinjitzu 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 Attack

Beginning at 3rd level, you choose one damage type from the following list and gain resistance to that damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder. Additionally, whenever you attack with a monk weapon or an unarmed strike, you can change the damage type to the type you choose for your resistance.

Also, whenever you cast a cantrip or a spell of 1st-level or higher, you can make an unarmed strike as a bonus action.

Acid.

You gain resistance to acid damage.

Cold.

You gain resistance to cold damage.

Fire.

You gain resistance to fire damage.

Force.

You gain resistance to force damage.

Lightning.

You gain resistance to lightning damage.

Necrotic.

You gain resistance to necrotic damage.

Poison.

You gain resistance to poison damage.

Psychic.

You gain resistance to psychic damage.

Radiant.

You gain resistance to radiant damage.

Thunder.

You gain resistance to thunder damage.

Spinjitzu

At 3rd level, you can use your action to engage Spinjitzu and create a vortex around yourself. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. You can also spend 2 ki points or a spell slot of 1st-level or higher to engage it. This lasts for 1 minute or until you stop concentrating on it like you were concentrating on a spell.

While this is active, a creature that is Large or smaller within 5 feet of you or moves within 5 feet of you must make a Strength saving throw using your Ki save DC. On a failed save, they are pulled in the vortex and are restrained while inside. At the beginning of each of the creature's next turns, it can make the save again. On a success, they pull themselves out. Any creature that stays within 5 feet of you at the end of its turn after getting out must make the save again. You can only have a number of creatures inside your Spinjitzu equal to your Wisdom modifier.

Also, if you use Flurry of Blows while using Spinjitzu, you can make an additional number of attacks equal to half your proficiency bonus (rounded down) as long as the additional attacks are made against a creature that is in your Spinjitzu vortex.

At 17th level, you can use the Spinjitzu Burst. To do this you must have all your uses of Spinjitzu, and expend all of them. When you do this, you create a 10-foot by 10-food tornado, and can suck in a number of creatures of your choice equal to five times your Wisdom modifier. You also, in addition to doing an extra attack equal to half your proficiency bonus (rounded down), do double the attacks you would normally do. You can keep this up for 1 minute, as long as you concentrate on it as if you were concentrating on a spell. Once it ends, you must make a Constitution saving throw equal to your Ki save DC, or gain 1d4 levels of exhaustion.

Elemental Fighting

Beginning at 6th level, when you make the Attack action, you can replace one of your attacks with a cantrip.

Elemental Strike

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

Elemental Charge

At 11th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Flurry of Blows. You can transport before or after you use Flurry of Blows.

Improved Elemental Fighting

Starting at 17th level, when you take the Attack action, you can replace one of your attacks with a spell. You use a spell slot as normal.

True Potential

At 17th level, as an action, you can transform into your true elemental self. This form lasts for 1 minute, and you can transform only once per 1d10 long rests.

While in this form, you gain resistance to all damage and immunity to the damage type that you chose for your Elemental Fighting. Also, whenever you attack or cast a spell that uses the damage type associated with your Elemental Fighting, you do max damage instead of rolling damage. You also gain a flying speed equal to your walking speed, you can add your Wisdom modifier to any ability check or saving throw while in this form, you can uses Spinjitzu without expending one of your uses, and your weapon or unarmed strikes deal an extra amount of damage equal to one roll of your martial arts die and they do the damage type you chose for Elemental Fighting. Also, you score a critical hit on a roll of a 19 or 20.

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