Base Class: Monk
Many have devoted their lives to delving into the mysteries of the Essence. Few have done so as deeply as those who follow the Way of Attunement. These monks train rigorously to attune their mind, body, and spirit to the very Essence itself. While some warriors wield magic weapons, these monks become magic weapons.
(Note: the "Essence" to which this class refers is a magical energy which goes by different names in other worlds, i.e. "The Weave" in the Forgotten Realms setting.)
Spellcasting
When you reach 3rd level, your training to attune yourself with the Essence allows you to weave spellcraft into your martial arts. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Way of Attunement Spellcasting table shows how many spell slots you have to cast your wizard 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
Choose any two schools of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the schools you selected.
The Spells Known column of the Way of Attunement Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must belong to one of your chosen schools of magic, 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.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must belong to one of your chosen schools of magic, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your spells by forming a spiritual connection to the Essence through meditation. 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 wizard 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 Attunement 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 |
Abjuration
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Conjuration
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination
Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
Evocation
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Transmutation
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
Third Eye
Also at 3rd level, you learn to heighten your senses to see manipulations of the Essence around you. You learn the detect magic spell. This spell doesn’t count against your number of spells known. Additionally, when you cast detect magic, you can choose to spend 1 ki point instead of expending a spell slot.
Far Strike
At 6th level, your attunement to the Essence allows your unarmed attacks to reach distant foes. Before you take the attack action on your turn, you can spend 1 ki point to turn some or all of your unarmed strikes into Far Strikes until the start of your next turn. When you make an attack using Far Strike, your target can be any creature or object that you can see within 60 feet. On a hit, you deal force damage equal to 1d4 + your Dexterity modifier. The damage die increases at later levels in this class: 1d6 at 11th level and 1d8 at 17th level. Any magical effects that apply to your unarmed strikes also apply to your Far Strikes.
Spirit Well
Once you reach 11th level, you learn how to use the energy of your spirit to power your magic, and vice versa. As a bonus action on your turn, you can spend ki points to recover an expended spell slot or spend a spell slot to recover ki points. A spell slot costs a number of ki points equal to its level. Conversely, you regain a number of ki points equal to the level of the spell slot you expend. Once you use this feature, you must finish a short or long rest before you can do so again.
Dispelling Strike
At 17th level, your mastery of the Essence allows you to momentarily sever others’ connection to it. When you hit a creature or object with an unarmed strike, you can spend 4 ki points to end all magical effects currently affecting the target. If the target can cast spells, it must succeed on a Wisdom saving throw or immediately lose concentration if it was concentrating on a spell, and it cannot cast cantrips or spells of any level until the end of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/14/2022 8:09:20 PM
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1.0
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Posted Mar 14, 2022The only difference from version 1.0 to 1.01 is that I fixed a very small typo that I didn't notice before. Proofreading, am I right?