Base Class: Monk
Those that follow the way of the inner body devote themselves to the mastery of their physical forms. They do so by combining the mystal arts with the magical, specifically blood magic. Many other monasteries reject the way of the inner body, so monks that follow it are very rare. However, the few that master it are an intimidating, unstoppable force.
Inner Body Spellcasting
| Inner Body Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Monk Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
| 3rd | True Strike + 2 | 3 | 2 | - | - | - | ||||
| 4th | True Strike + 2 | 4 | 3 | - | - | - | ||||
| 5th | True Strike + 2 | 4 | 3 | - | - | - | ||||
| 6th | True Strike + 2 | 4 | 3 | - | - | - | ||||
| 7th | True Strike + 2 | 5 | 4 | 2 | - | - | ||||
| 8th | True Strike + 2 | 6 | 4 | 2 | - | - | ||||
| 9th | True Strike + 2 | 6 | 4 | 2 | - | - | ||||
| 10th | True Strike + 3 | 7 | 4 | 3 | - | - | ||||
| 11th | True Strike + 3 | 8 | 4 | 3 | - | - | ||||
| 12th | True Strike + 3 | 8 | 4 | 3 | - | - | ||||
| 13th | True Strike + 3 | 9 | 4 | 3 | 2 | - | ||||
| 14th | True Strike + 3 | 10 | 4 | 3 | 2 | - | ||||
| 15th | True Strike + 3 | 10 | 4 | 3 | 2 | - | ||||
| 16th | True Strike+ 3 | 11 | 4 | 3 | 3 | - | ||||
| 17th | True Strike + 3 | 11 | 4 | 3 | 3 | - | ||||
| 18th | True Strike + 3 | 11 | 4 | 3 | 3 | - | ||||
| 19th | True Strike + 3 | 12 | 4 | 3 | 3 | 1 | ||||
| 20th | True Strike + 3 | 13 | 4 | 3 | 3 | 1 | ||||
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips: True Strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Inner Body 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 Longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast Longstrider using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the transmutation and divination spells on the wizard spell list.
The Spells Known column of the Inner Body Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an transmutation or divination spell of your choice, 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 be an transmutation or divination spell, 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 through your attunement to the mystical blood arts. 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
Inner Focus
Also at third level, when you cast true strike, you can do so as a bonus action, with no components, and without needing to maintain concentration. When you cast it in this way, the last sentence of the spell now reads: ”Until the end of your next turn, you gain advantage on your first attack roll against the target, provided the spell hasn’t ended.”
You gain addition features when you reach certain levels in this class, detailed below:
6th level:
The last sentence of true strike now reads: ”Until the end of your next turn, you gain advantage on your first two attack rolls against the target, provided the spell hasn’t ended.”
11th level:
You can use any of your Ki features (Flurry of Blows, Patient Defense, or Step of the Wind) as a part of the same bonus action used to cast true strike, provided you expend the ki point(s) to do so.
17th level:
You can now make one attack with an unarmed strike or a monk weapon with advantage as a part of the same bonus action used to cast true strike. This attack does not count towards the spell granting the first two attacks advantage.
Mystic Circulation
Starting at 6th level, you know how to extend your own blood into the flow of your weapons. Whenever you make an attack on your turn using an unarmed strike or a monk weapon, you can replace the weapon’s damage with blood damage.
In addition, whenever you deal blood damage on your turn, you can spend 1 Ki point to attempt to gash your foe. The target must succeed on a constitution saving throw against your Ki save DC or be inflicted with bleeding until the end of your next turn.
Transmute Bloodflow
When you reach 11th level, you can cripple a bleeding creature with your blood magic. When a creature fails a saving throw against an Inner Body spell you cast, you can cause that creature to make a constitution saving throw against your Ki Save DC. On a failed save, they are subjected to the bleeding condition until the end of your next turn.
In addition, you learn Enhance Ability. This doesn't count against the number of spells you know. You can cast Enhance Ability a number of times equal to your proficiency bonus without expending a spell slot. You regain all expended uses when you complete a long rest.
Blood Empowerment
Upon reaching 17th level, you’ve learned how to instantly alter your own blood flow in response to your foes’ blood.
Whenever you subject a creature to the bleeding condition for the first time on a turn, that creature takes 4d6 blood damage.
In addition, when you deal blood damage as a part of your action on your turn, you can spend Ki points to cast an Inner Body spell as a bonus action if the normal casting time is 1 action. The amount of Ki points is relative to the spell’s level. For example, Fly would cost 3 Ki points to cast as a bonus action. You can spend additional Ki points to cast spells at a higher level. Casting a cantrip in this way costs 1 Ki point.
Previous Versions
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