Monk
Base Class: Monk
The Way of the Weave is a monastic tradition that seamlessly blends martial arts with arcane magic. Monks who follow this path are known as Weave Warriors or Arcane Disciples, and they dedicate themselves to protecting the delicate balance of the magical Weave, ensuring that magic remains a force for good in the world. By tapping into the mystical energies of the Weave, these monks are able to enhance their physical abilities and spells alike, making them formidable opponents in battle and skilled guardians of magical knowledge.
At the core of a Weave Warrior's abilities lies their unique connection to the arcane. Through intense meditation and study, they learn to harness the power of the Weave, allowing them to manipulate magical energies to their advantage. This connection grants them access to spells and cantrips, which they can use to bolster their combat abilities or protect themselves and their allies from harm.
One of the key features of a Way of the Weave monk is their ability to imbue their unarmed strikes with magical energy. By channeling the power of the Weave, they can unleash devastating attacks that deal additional damage or cause debilitating effects on their opponents. As they grow in experience and skill, Weave Warriors can further enhance these arcane strikes, making them even more potent in battle.
In addition to their offensive capabilities, Way of the Weave monks also excel in defending themselves and their allies from magical threats. Their deep understanding of the arcane allows them to resist the effects of spells and magical effects more effectively. As they progress in their training, they become able to deflect and even redirect magical attacks, turning their enemies' own powers against them.
At the pinnacle of their abilities, Way of the Weave monks can create powerful barriers of arcane energy that protect themselves and their allies from harm. These mystical shields not only grant resistance to magical damage but also empower those within to shrug off the effects of spells more easily.
As guardians of the arcane, Weave Warriors often find themselves tasked with preserving and protecting magical artifacts, sites of power, or ancient knowledge. Their unique blend of martial prowess and arcane mastery makes them ideal protectors of the magical balance, ensuring that the power of the Weave is used for the greater good.

Spellcasting, Spell Ability, Spell save DC, Arcane Strike

At 3rd level, one attack per turn when you hit a creature with an unarmed strike or melee monk weapon, you can spend 1 ki point to deal extra damage with an attack cantrip you know with a range of touch. You can spend 1 additional ki point to add an extra damage die of the cantrip you used.

For example, if you are a 5th-level Way of the Weave monk and choose to use *Shocking Grasp* with this feature, you would deal an additional 2d8 lightning damage on top of your unarmed strike damage by spending 1 ki point. If you spend an additional ki point, you would add another 1d8 lightning damage, making the extra damage a total of 3d8.

**Spellcasting** Drawing upon the power of the Weave, you can cast wizard spells.

* Cantrips: You learn two cantrips from the wizard spell list.

* Spell Slots: The Way of the Weave 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 short or long rest. For example, when you are a 7th-level monk, you have two 2nd-level spell slots. To cast the 1st-level spell *Magic Missile*, you must spend one of those slots, and you cast it as a 2nd-level spell.

* Spells Known: The Way of the Weave table shows how many wizard spells you know. When you gain a monk level, you can replace one spell with another from the wizard spell list, representing your growing understanding of the arcane.

**Spellcasting Ability** Intelligence is your spellcasting ability for your wizard spells, as your study of the Weave enhances your magical prowess. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

**Spell save DC** The DC for a saving throw against your spells is calculated as follows:

**Spell save DC = 8 + your proficiency bonus + your Intelligence modifier**

* Restrictions: Spells known and prepared are limited to the Abjuration and Evocation schools.

Monk Level

Cantrips Known

Spells Known

Spell Slots

Spell Level

3rd

2

2

2

1st

4th

3

3

2

1st

5th

3

4

2

1st

6th

3

5

2

1st

7th

3

6

2

2nd

8th

3

7

2

2nd

9th

3

8

2

2nd

10th

4

9

2

2nd

11th

4

10

3

2nd

12th

4

10

3

3rd

13th

4

11

3

3rd

14th

4

11

3

3rd

 

15th

4

12

3

3rd

16th

4

12

3

3rd

17th

4

13

4

4th

 

18th

4

13

4

4th

19th

4

14

4

4th

20th

4

14

4

4th

Magic's Grace

At 6th level, you can use your reaction and spend 2 ki points to add your Wisdom modifier to a saving throw against a spell or magical effect that targets you. If the effect does not normally allow a saving throw, you can make a saving throw against the effect with a DC equal to 10 + the effect’s level (or CR of the caster or creature, if applicable).

Arcane Defense

At 11th level, you gain resistance to damage from spells and magical effects. In addition, you can use your Deflect Missiles feature to deflect magical ranged spell attacks that target you.

Weave Guardian

At 17th level, you can call upon the power of the Weave to protect yourself and your allies. As an action, you can spend 6 ki points to create a protective barrier around yourself and up to five willing creatures within 30 feet. For 1 minute, each affected creature gains the following benefits:

* Advantage on saving throws against spells and magical effects.

* Resistance to damage from spells and magical effects.

* When a creature within the barrier succeeds on a saving throw against a spell or magical effect, you can use your reaction to redirect the effect to a creature of your choice within 60 feet of you.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

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