Monk
Base Class: Monk

Across the multi-verse there are a variety of strange and unusual beings from all manner of homes across the planes. You follow a monastic path taught by one of these beings, or have your tradition influenced by them. Perhaps a devil has trained you to fight demonic thralls using a hellish martial art, or maybe an aberration from the Far Realm has taught you a psionic philosophy that awoke your innate gifts. Perhaps your monastic sanctuary was bestowed an ancient weapon that called your name, or maybe through the understanding of ki, the followers of your tradition have achieved undying immortality. Whatever strange being took you under their tutelage, you now wield the dangerous eldritch powers of your patron. 

Otherworldly Patron

3rd-level Way of the Eldritch Soul feature

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, the Great Old One, the Undying, the Celestial or Hexblade. Your choice augments the features you get at higher levels.

The Archfey

You have chosen the Archfey as your otherworldly patron.

The Celestial

You have chosen the Celestial as your otherworldly patron.

The Fathomless

You have chosen the Fathomless as your otherworldly patron.

The Fiend

You have chosen the Fiend as your otherworldly patron.

The Genie

You have chosen the Genie as your otherworldly patron.

The Great Old One

You have chosen the Great Old One as your otherworldly patron.

The Hexblade

You have chosen the Hexblade as your otherworldly patron.

The Undead

You have chosen the Undead as your otherworldly patron.

The Undying

You have chosen the Undying as your otherworldly patron.

Eldritch Gift

3rd-level Way of the Eldritch Soul feature

Your patron bestows an Eldritch Gift, granting you additional powers unique to it. You learn one first level spell and another feature based on your patron. You can cast this spell using spell points, and it counts as a Warlock spell for you.

Gift of The Archfey

You learn the faerie fire spell. When you use your Step of the Wind, you also turn invisible until the end of your turn.

Gift of The Celestial

You learn the cure wounds spell. When you use your Patient Defence, you can cast cure wounds on yourself, or another creature within 30 feet of you.

Gift of The Fathomless

You learn the create or destroy water spell. When you use your Step of the Wind, you are engulfed in water and immediately teleport a number of feet equal to your speed to an unoccupied space you can see.

You can teleport an additional 30 feet if you use this feature while in a body of water (pond size or larger) and teleport to another body of water within range.

Gift of The Fiend

You learn the burning hands spell. When you use your Flurry of Blows, you can forgo one of the unarmed strikes and instead cast burning hands.

Gift of The Genie

You learn the protection from evil and good spell, and can cast it without requiring material components. While a creature is affected by this spell you cast, it also has resistance to a damage type based on your Genie's Kind: bludgeoning (dao), lightning and thunder (djinni), fire (efreeti), or cold (marid).

Gift of The Great Old One

You learn the hideous laughter spell. When you use your Patient Defense, if an enemy targets you with an attack, casts a spell at you, or deals damage to you before the start of your next turn, it takes psychic damage equal to one roll of your Martial Arts die.

Gift of The Hexblade

You learn the divine favor spell, which can deal necrotic or psychic damage instead of radiant. While affected by this spell, unarmed strikes you make can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.

Gift of The Undead

You learn the inflict wounds spell. When you use your Flurry of Blows, you can forgo one of the unarmed strikes and instead cast inflict wounds.

Gift of The Undying

You learn the sanctuary spell. When you cast this spell on a creature, it has advantage on death saving throws, and adds your Wisdom modifier to the total hit points it restores when it receives healing.

Soul Magic

3rd-level Way of the Eldritch Soul feature

You have also studied the magical energy within you and other living bodies and learned to harness it, casting spells and producing other magical effects. 

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Points. The Eldritch Soul Spellcasting table shows how many spell points you have. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, you regain a number of spell points equal to your proficiency bonus when you finish a short rest, and you regain all spent spell points when you finish a long rest. For example, at 5th-level, if you know the 1st-level spell witch bolt, you can spend 2 points to create a 1st-level spell slot, and thus cast it at 1st-level, or 3 points to create a 2nd-level spell slot, and thus cast it at 2nd-level.

Multiclassing with Warlock. If your monk also has warlock levels, add one-half of your monk levels (rounded down) to your warlock level and consult the warlock progression table in the Player’s Handbook for total spell slots, cantrips known, and spell slot level. You should consider aligning your Otherworldly Patron feature between both classes, but your DM might allow you to have two different patrons at their discretion. You can cast any spell you learn through warlock with spell points, and any spell you learn through monk with pact slots.

You have a pool of magical energy, represented as spell points equal to your monk level + a number equal to your proficiency bonus, as shown in the Eldritch Soul Spellcasting table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

Spell Point Cost
Spell Level
Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Spells Known of 1st Level and Higher.  You know three 1st-level warlock spells of your choice.

The Spells Known column of the Eldritch Soul Spellcasting table shows when you learn more warlock spells of 1st level or higher. 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 warlock spells you know with another spell of your choice from the warlock 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 warlock spells, so 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 warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. If you have an item that increases your ki save DC, it also increases your spell save DC by the same amount.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Eldritch Soul Spellcasting Table

Monk Level
Invocations Known
Cantrips Known
Spells Known
Soul Magic Points
Max Spell Level
3rd 0 3 3 5 1
4th 0 3 4 6 1
5th 0 3 4 8 2
6th 2 3 4 9 2
7th 2 3 5 10 2
8th 2 3 6 11 2
9th 3 3 6 13 3
10th 3 4 7 14 3
11th 3 4 8 15 3
12th 4 4 8 16 3
13th 4 4 9 18 4
14th 4 4 10 19 4
15th 5 4 10 20 4
16th 5 4 11 21 4
17th 5 4 11 23 5
18th 6 4 11 24 5
19th 6 4 12 25 5
20th 6 4 13 26 5

Eldritch Invocations

6th-level Way of the Eldritch Soul feature

You gain one eldritch invocation of your choice, which represents an occult magic within you. When you gain certain monk levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Eldritch Soul spellcasting table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Acolyte of The Pact Keeper

You can cast the find familiar spell once per day without expending spell points, or material components. While the familiar is within 120 feet of you, any spell you cast that targets you also targets the familiar.

Agonizing Blast

When you cast eldritch blast, add your Wisdom modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending spell points or material components.

Ascendant Step

You can cast levitate on yourself at will, without expending spell points or material components.

Beast Speech

You can cast speak with animals at will, without expending spell points.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

You can cast compulsion once by spending 6 spell points. You can’t do so again until you finish a short or long rest.

Blessing of The Ancients

Whenever you expend one or more ki points, you restore 4 hit points for each ki point spent.

Cloak of Flies

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Wisdom modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Cover of Darkness

You can cast pass without trace once by expending 3 spell points. You can’t do so again until you finish a short or long rest.

Curse of The Awakened One

As a bonus action, you place a curse on a creature that you can see within 60 feet. For one minute or until you lose concentration (as if you were concentrating on a spell), you deal  extra psychic damage equal to your proficiency bonus to the target whenever you hit it with an attack. You also always know the target’s location while it is cursed, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

You can cast confusion once by spending 6 spell points. You can’t do so again until you finish a short or long rest.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast detect magic at will, without expending spell points.

Eldritch Spear

When you cast eldritch blast, its range is 300 feet.

Elemental Consumption

You can cast the absorb elements spell by expending two spell points.

Eyes of The Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending spell points or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of The Depths

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a short rest.

Grasp of Hadar

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Lance of Lethargy

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Maddening Hex

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a monk feature of yours, such as Curse of The Awakened One or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Wisdom modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast disguise self at will, without expending spell points.

Master of Myriad Forms

You can cast alter self at will, without expending spell points.

Minions of Chaos

You can cast conjure elemental once by expending 7 spell points. You can’t do so again until you finish a short or long rest.

Mire the Mind

You can cast slow once by expending 5 spell points. You can’t do so again until you finish a short or long rest.

Misty Visions

You can cast silent image at will, without expending spell points or material components.

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

You can cast jump on yourself at will, without expending spell points or material components.

Relentless Hex

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a monk feature of yours, such as Curse of The Awakened One or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

You can cast polymorph once by expending 6 spell points. You can’t do so again until you finish a short or long rest.

Shroud of Shadow

You can cast invisibility at will, without expending spell points.

Sign of Ill Omen

You can cast bestow curse once by expending 5 spell points. You can’t do so again until you finish a short or long rest.

Smoke Dancer

When you use your Step of the Wind feature, you become heavily obscured and gain a fly speed equal to your walking speed until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft.

Soul Reader

You gain proficiency in the Perception and Insight skills.

Thief of Five Fates

You can cast bane once without expending spell points. You can’t do so again until you finish a short or long rest.

Tomb of Levistus

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per monk level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Trickster's Escape

You can cast freedom of movement once on yourself without expending spell points. You regain the ability to do so when you finish a short or rest.

Undying Servitude

You can cast animate dead without expending spell points. Once you do so, you can’t cast it in this way again until you finish a short or rest.

Visions of Distant Realms

You can cast arcane eye at will, without expending spell points.

Whispers of the Grave

You can cast speak with dead at will, without expending spell points.

Witch Sight

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Otherworldly Boon

6th-level Way of the Eldritch Soul feature

Your patron bestows an invocation to you. For you, this invocation has a thematic improvement and does count against the number of invocations you know.

The Archfey Boon

You gain the Mask of Many Faces invocation.

You can cast disguise self at will, without expending spell points. 

For you, a creature has disadvantage on any Intelligence (Investigation) check it makes to inspect your appearance.

The Celestial Boon

You gain the Cloak of Flies invocation.

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Wisdom modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

For you, once per round when a creature takes this poison damage, you restore hit points equal to one roll of your Martial Arts die (no action required). Also, the Cloak of Flies appears as a shroud of radiant, purifying energy.

The Fathomless Boon

You gain the Gift of the Depths invocation.

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending spell points. You regain the ability to do so when you finish a short rest.

For you, you can also cast this spell by expending 5 spell points.

The Fiend Boon

You gain the Fiendish Vigor invocation.

You can cast false life on yourself at will as a 1st-level spell, without expending spell points or material components. 

For you, you can expend spell points to upcast the spell as normal, and you have resistance to fire and poison damage while you have these temporary hit points.

The Genie Boon

You gain the Misty Visions invocation.

You can cast silent image at will, without expending spell points or material components.

For you, a creature has disadvantage on any Intelligence (Investigation) check it makes to examine the illusion.

The Great Old One Boon

You gain the Eldritch Mind invocation. 

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

For you, when you fail a Constitution saving throw to maintain concentration on a spell, you can spend 1 to 3 ki points to increase your roll by 1 for each of these ki points you spend, potentially turning a failure into a success.

The Hexblade Boon

You learn the Curse of The Awakened One invocation. 

As a bonus action, you place a curse on a creature that you can see within 60 feet. For one minute or until you lose concentration (as if you were concentrating on a spell), you deal extra psychic damage equal to your proficiency bonus to the target whenever you hit it with an attack. You also always know the target’s location while it is cursed, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. Once you use this invocation, you can’t use it again until you finish a short or long rest.

For you, this curse does not require concentration.

The Undead Boon

You gain the Whispers of the Grave innovation. You can cast speak with dead at will, without expending spell points. For you, you can ask the corpse an additional two questions.

The Undying Boon

You learn the Undying Servitude invocation. You can cast animate dead without expending spell points. Once you do so, you can’t cast it in this way again until you finish a short or rest. For you, your Wisdom modifier is added to the attack and damage rolls made by a creature you animated with this spell.

Spell Flurry

11th-level Way of the Eldritch Soul feature

When you use an action to cast a cantrip or levelled spell, you can spend 2 ki or 3 spell points to make a melee spell attack at a creature within 5 feet, or a ranged spell attack at a creature you can see within 30 feet (your choice when you make the attack). This attack deals damage equal to two rolls of your Martial Arts die + twice the spell's level, with the damage type being the same type as the spell (or force damage if the spell you cast itself didn't deal damage).

Mystic Mastery

17th-level Way of the Eldritch Soul feature

You master the practices of martial and arcane. You are attuned to the magical energy within all living bodies, and the eldritch magic bestowed upon you. You choose four spells from the warlock spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells count as Warlock spells for you, and do not count against the number of spells you know.

You can cast these spells at their lowest levels by expending spell points, as shown in the Spell Point Cost table of your Soul Magic feature. Once a spell granted by this feature is cast, it cannot be cast again until you complete a long rest.

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