Monk
Base Class: Monk

Monks of the Way of the Arcane have learned how to manipulate the weave with their ki. 

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 cantrip of your choice at 10th level.

Spell Slots

The Way of the Arcane 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 Way of the Arcane 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 7th 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. 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 Arcane 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

Ki Channeling

Flexible Casting

You can use your ki points to gain additional spell slots, or sacrifice spell slots to gain additional ki points.

Creating Spell Slots. You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 4th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

SPELL SLOT LEVEL

KI POINT COST

1st

2

2nd

3

3rd

5

4th

6

 

 

Converting a Spell Slot to Ki Points. As a bonus action on your turn, you can expend one spell slot and gain a number of ki points equal to the slot’s level.

Martial Magic

3rd-level Way of the Arcane feature

after casting a spell as an action you may make an unarmed attack as a bonus action.

Sigil Sculpting

6th-level Way of the arcane feature

When a spell you cast hits or affects a single target you may magically place a sigil on the creature/object/surface for 1 ki point. The sigil lasts a number of rounds equal to the spell slot used plus 1, ending at the start of your turn.
You may place only 1 sigil at a time, a number of times equal to your proficiency bonus.


Kinetic Sigil: plus 1 compounding damage for every melee attack made with your monk weapon or unarmed attack before the sigil ends. (This sigil ends early if no damage is taken for a round.)

Unstable Sigil: when this sigils duration ends, it explodes, any creature or object within 5' of the sigil takes an amount of force damage equal to one roll of your martial arts die per round it was active. (This sigils duration ends early if the creature or object is hit/affected by a spell)

Warding sigil: you may place a sigil on a creature within 5' of the spells target, the creature with this sigil may use their reaction to add your proficiency bonus to their AC or a saving throw until this sigil ends. (This sigil ends early if it is not attacked for a round

 

Deflect Magic

11th-level Way of the Arcane feature

 As a reaction, reduce damage from spells by 2d6 + Wis modifier + monk level. If you reduce damage of a spell attack to zero you may spend an amount of ki points equal to the spells level +1 to throw the spell back at anyone within it's range using your spell attack modifier. (Spells such as scorching Ray will only reflect a single instance of the attack, ie. Only one ray may be reduced and only one ray may be reflected)


 Spells that require a saving throw may not be reflected, but their damage can still be reduced. If damage is reduced to 0 in this way, you may add a d4 of the damage type negated to unarmed strikes for an amount of rounds equal to the spell level.

 

Perfect Concentration

17th-level Way of the Arcane feature

you may add your wisdom modifier to concentration checks. In addition, you may hold concentration on two spells at a time but must spend ki points equal to the level of the higher spell slot at the end of each of your turns while both spells are maintained.

 

Comments

Posts Quoted:
Reply
Clear All Quotes