Monk
Base Class: Monk

Monks have worked and lived side-by-side with Clerics for centuries. As such, many of these Monks have learned the secrets of divine spellcasting from their Cleric allies. 

Spellcasting

Divine Palm Spellcasting

 

 

Spell Slots per Spell Level

 

 

 

Monk Level

Cantrips Known

Spells Known

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

 


Cantrips

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

Spell Slots

The Divine Palm Spellcasting table shows how many spell slots you have to cast your cleric 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 Guiding Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Guising Bolt using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Divine Palm Spellcasting table shows when you learn more cleric 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 cleric spells you know with another spell of your choice from the cleric 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 cleric spells, since you cast your spells through your belief in your god. Your spell save DC is equal to your Monk Ki save DC, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier.

Ki-Fueled Spells

Starting at level 6, you can use an action to transform your Ki points into expended spell slots. You can spend an amount of Ki points equal to 2 x the spell level to regain a spell slot you have spent. This spell slot goes away once you use it, or after a long rest.

Divine Patron

Also at level 3, your connection with a god gives you a minor ability. Whenever you cast a spell with your action, you can make an Unarmed Strike as a bonus action. Additionally, choose a Divine Domain below that your god would fall into. You gain the ability associated with that god.

Arcana: You learn 1 cantrip from the Wizard spell list. This cantrip is considered a cleric spell for you.

Death: Whenever you use your unarmed strikes, you can have them deal necrotic damage instead of bludgeoning.

Forge: You gain proficiency with heavy armor, and you can choose one martial weapon that you are not proficient with: you gain proficiency with that weapon, and it is considered a monk weapon for you.

Grave: You learn the Spare the Dying cantrip, which counts as a cleric cantrip for you. Its range becomes 30 ft.

Knowledge: You gain proficiency in any 2 skills.

Life: Once per long rest, you can make a healing spell you cast restore the maximum amount of hit points.

Light: You can have your unarmed strikes deal either radiant or fire damage instead of bludgeoning.

Nature: You learn 1 cantrip from the druid spell list. It is considered a cleric spell for you.

Order: You learn the Command spell, and it counts as a cleric spell for you. Additionally, you can cast it without using a spell slot once per long rest.

Peace: You learn the Sanctuary spell, and it counts as a cleric spell for you. Additionally, you can cast it without using a spell slot once per long rest.

Tempest: When a creature within 5 ft of you hits you with an attack, you can use your reaction and 1 Ki point to make them take 1d8 lightning or thunder damage.

Trickery: As a reaction, you can spend a Ki point to give yourself or a creature you touch advantage on their next Stealth check.

Twilight: You gain Darkvision out to 300 ft.

War: If you or an ally within 30 ft of you fail an attack roll, you can use a reaction and 2 Ki points to allow the target to reroll that attack roll. They must take the new roll. This second roll cannot benefit from advantage.

Destroy Undead

When you reach 11th level, anytime you make an attack against an undead, you can spend an amount of Ki points to deal an extra amount of radiant damage equal to 10 times how many Ki points you use.

Lesser Divine Intervention

At level 17, you can use an action to call upon your deity in your greatest time of need. You describe the assistance you need, and the DM chooses how your god intervenes; the effect of a cleric spell under 5th level would be appropriate. After your god helps you like this, you cannot use this feature again until after 2d6 days.

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