Monk
Base Class: Monk

This tradition focuses on harnessing natural magical prowess and applying it to martial arts.

You focus on intertwining your magic into your martial arts abilities, using your fists as magical conduits and training your body to withstand elemental assaults.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrips at 8th, 11th, and 14th levels.

Spell Slots

The Magic Fist Spellcasting table shows how many spell slots you have to cast your Sorcerer 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 sorcerer spells of your choice.

The Spells Known column of the Magic Fist Spellcasting table shows when you learn more Sorcerer 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 5th 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 spells you know with another spell of your choice from the sorcerer 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 sorcerer spells, since you learn your natural magical abilities. 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 sorcerer 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 the Magic Fist 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

 

 

Infusion

Your movements for an Unarmed Strike fulfill the somatic portion of spells.
In addition you can now infuse your strikes with spells. Infusing costs 1 Ki points + spell level Ki (and the appropriate spell slot for the spell you’re infusing) and deals the spell effect upon your first successful Unarmed Strike. This can be called after an attack is declared successful.

When a spell is used in this manner, the point of contact is the target point of the spell.
Any area spells will be based upon this point of contact.


You may only infuse 1 leveled spell and 1 cantrip as part of an Unarmed Strike Action and bonus action, provided you spend the required Ki and spell slots.
Normal Spellcasting rules apply.

Elemental Conditioning

You use your Ki to bolster your elemental resistance for a short time. As a bonus action and at the cost of 2 Ki points, you may give yourself temporary resistance to a damage type of your choice from the following: Fire, Cold, Lightning, Thunder, Force, Acid for 1 minute. This does not stack with any permanent resistance. Only one resistance can be active at a time with this ability.

Quickened Cantrips

You may infuse Cantrips that have a casting time of 1 Action as a Bonus Action when you make an Unarmed Strike as a bonus Action.
Cantrips infused in this manner still cost their corresponding Ki points, but only do damage as if you are level 1. (A firebolt used in this manner will only do 1d10 damage, even at level 20).

This can be used alongside Flurry of Blows for one of the strikes, provided you spend the required Ki points.

Normal spellcasting rules do still apply to these cantrips.

Mastered Elemental Conditioning

Select 1 element to have a permanent resistance to. Your choice can be one of the following: Fire, Cold, Lightning, Thunder, Force, Acid

In addition, if you are caught in the area of your own spell, you have advantage on the save.

Acid Resistance

Acid Resistance

Cold Resistance

Cold Resistance

Fire Resistance

Fire Resistance

Force Resistance

Force Resistance 

Lightning Resistance

Lightning Resistance

Thunder Resistance

Thunder Resistance

Deflect Energy

When you take Fire, Cold, Lightning, Thunder, Force, or Acid damage, you can use your Deflect Missles reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.

Magic Mastery

Your mastery of your magical powers in combination to your Martial/Spiritual abilities allows you to use Cantrips for Infusion for 0 Ki points instead of 1.

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