Monk
Base Class: Monk

can use ki to perform magical effects

Spellcasting

Spellcasting

Starting when you choose this tradition at 3rd level, you combine your martial arts with the world of arcane casting. 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 6th level.

Spell Ki

In order to cast a leveled spell you must expend a number of ki points equal to the spell's level plus 1.

Spells Known of 1st-Level and Higher

You know two 1st-level wizard spells of your choice

 

You learn three additional spells at level 6, 11, and 17. The spells learned cannot be greater than your monk level divided by 2 (rounded down)

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard 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 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

Channel the Weave

Starting at 3rd level as an bonus action you can spend a 2 ki points to channel magic through your ki to obtain one of these benefits your choice for 1 minute

Abjuration Your AC increases by 1

Conjuration You cast the find familiar. Additionally this familiar disappears after 1 minute and when you make an unarmed attack, you can choose to have that attack originate from your familiars postion.

Divination Your unarmed strikes now critically hit on a 18-20

Enchantment You cast the sleep as a 1st level spell

Evocation Your unarmed strikes damage increases to the next level of martials arts dice.

Illusion You turn invisible while simultaneously projecting a perfect illusion of your self. Your invisibility lasts for 1 minute or until you take a action 

Necromancy You gain a number of temporary hit points equal to a roll of your Martial Arts die plus your monk level

Transmutation When you choose this benefit choose between fire, cold, or lightning. Your unarmed strikes do that damage for 1 minute.

Spell FIst

Whenever you cast a spell with a casting time of 1 action, you can use your flurry of blows immediately after

Arcane Disciple

When you gain this feature you have the following benefits.

Spell Evasion You have advantage on dexterity saving throws against spells and other magical effects.

Deflect The Arcane Your deflect missile ability can now reduce the damage of ranged spell attacks.

Flurry of Spells Once per long rest when you take the flurry of blows bonus action you may instead cast a spell in place of any of the unarmed strikes. You still have to spend the ki points as usual to cast the spell. Any spell cast in this manner will be treated as if it had a casting time of 1 bonus action. This feature also ignores the ruling of only be able to cast 1 leveled spell per turn.

Mastery of Magic

When you gain this feature you have the following benefits 

Divination Defense You are immune to being located by divination magic

Evocation Fist Once per turn you can deal an additional 1d6 force damage with your unarmed strikes. 

Abjuration Stance At the end of your turn if you did not use any movement you gain a +2 to your AC

Transmutation Clench Once per long rest when you hit a creature with an unarmed strike you can spend 6 ki points to alter the creature's defenses instead of damaging it. If the creature has an immunity to a damage type, then it becomes resistant instead. If the creature is resistant to a damage type, then it loses its resistance to that damage. If it has multiple immunities or resistances you get to choose which damage type is targeted. Alternatively if the creature doesn't have an immunity or resistance to a certain damage type, you may give that creature vulnerability to that damage.

 

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