Base Class: Monk
Though all monasteries train their acolytes in meditation and their inner energy, not all follow the guidance of a higher divine power. Those monasteries that do pray to a higher power find they can channel both the magic of their ki and spells granted by their patron. A monk that takes up the way of the holy warrior finds a higher calling in service to the ideals of their diety’s teachings, and travels out to the world to strike evil that undermines their will.
Spellcasting
*Note for DnD Beyond Use: Due to limitations with the homebrew system, subclasses that are 1/3rd casters like the Eldritch Knight can only have "Known Spells", even though for this subclass, the Holy Warrior, you are meant to prepare spells like a cleric. For the meantime, you can use the "Manage Spells" section to learn and unlearn spells when preparing for the adventuring day. When the next pass on the homebrew system is done, this will be corrected when a subclass will have the option to have prepared spells instead of known spells.*
When selecting this monastic tradition at 3rd level, you have learned to supplement your ki energy with the ability to cast spells by drawing on divine magic through meditation. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Preparing and Casting Spells. The Way of the Holy Warrior 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.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 7th-level monk, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The focus of your meditation and prayer draws the divine power of mystical forces to power 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 cleric 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
Divine Palm
Also at 3rd level, whenever you hit a creature with with an unarmed strike from Martial Arts or Flurry of Blows, you can expend a spell slot to deal 2d4 radiant damage in addition to the unarmed strike damage. These die change to match your Martial Arts die as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Zealous Strikes
At 6th level, your training in unarmed combat has seamlessly integrated with your ability to cast spells. After using your action to cast a cantrip, you can use your bonus action to make an unarmed strike, or use Flurry of Blows.
Ki-Empowered Spells
After reaching 11th level, your ki energy has evolved to aid in your spellcasting ability. Whenever you cast a spell of 1st level or higher that successfully affects a creature, you can spend 3 ki points to improve the spell. Choose one of the following options when using this feature:
- If the spell deals damage or restores hit points, it does an additional martial arts die in radiant damage per ki point spent or the same amount as healing.
- If the spell has a duration of 1 minute or less, its duration is increased to 10 minutes.
- If the spell forces a creature to make a saving throw, they make the save with disadvantage.
Improved Zealous Strikes
At 17th level, after using your action to cast a spell, you can use your bonus action to make an unarmed strike or use Flurry of Blows.
Previous Versions
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