Base Class: Monk
The founder of The Way of The Eldritch Gift, used their powerful Ki to reach across the planes of existence. They found a powerful patron that was willing to gift the monk more power and ability, for a small personal price and a small dedication to spread the gift. The patron takes the cost at 1st level and starts granting gifts and abilities at 3rd level. The gifts vary from patron to patron, but the spells come from the warlock spell list.
Gifts of The Patron
Starting at 3rd level, Your Patron grants a spell that you always have prepared and does not count against your spell list. These spells are available once per short rest.
Archfey: 3rd level You are granted Farie Fire. And when you use Step of the Wind, you turn invisible until the end of your turn.
4th level You are granted Sleep.
Celestial: 3rd level You are granted Cure Wounds. And when you use Patient Defense, you cast Healing Word on all allies in range.
4th level You are granted Guilding Bolt.
Fathomless 3rd level You are granted Create or Destroy Water. And when you use Step of the Wind, you are enveloped in a mist and can Teleport a distance up to your movement speed to an unoccupied space.
4th level You are granted Thunderwave.
Genie: 3rd level You are granted Protection from Good and Evil. And when you use Flurry of Blows, you have advantage on your target.
4th level You are granted Fog Cloud
Fiend 3rd level You are granted Burning Hands. And when you use Flurry of Blows, you may use Burning Hands as one of your attacks.
4th level You are granted Command.
Great Old One: 3rd level You are granted Hideous Laughter. And when you use Patient Defense, If you are targeted and hit, your attacker will suffer psychic damage equal to your martial arts die
4th level You are granted Dissonant Whispers.
Hexblade: 3rd level You are granted Shield. And when you use Flurry of Blows, your damage and attack uses your Wisdom modifier and can deal necrotic or radiant damage.
4th level You are granted Wrathful Smite.
Raven Queen: 3rd level You are granted False Life. And when you use Patient Defense, you cast False Life on all allies with in 60 ft.
4th level You are granted Sanctuary.
Magic Soul
Your Patron has allowed you access to the warlock magic through your pact. When you reach 3rd level you can augment your Martial ablities with cast spells.
Spell Points: You have spell points outlined in the Magic soul Table based on your Monk level, you regain a number of points equal to your proficiency bonus on a short rest or all your points on a long rest. You can not spend more points then are available to you. Spells that can be upcast cost the new level of casting, For an example if you know the 1st level spell witch bolt, you can spend 2 points to cast it at 2nd level.
Cantrips: You learn two cantrips of your choice from the warlock spell this. These do not count against your known cantrips from an other ablity, class, or background. You gain cantrips as you level outlined in the Magic Soul Table.
Spell Level: Even if you have spell points available, you may not cast a higher level spell or up cast a lower level spell past your current monk casting.
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 per level
Spell Level. Point Cost
1st 1
2nd 2
3rd 4
4th. 6
5th. 7
6th-8th 9
Spells Known of 1st Level and Higher. You know three 1st-level warlock spells of your choice.
The Spells Known column of the Magic 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 two new spells 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.
Magic Soul Spellcasting Table
Monk Level. Invocations Known Cantrips Known. # of Spells Known Soul Points Max Spell Level
3rd – 4th 1 2 2 4 1
5th – 7th 2 2 4 6 2
8th – 11th 3 3 6 8 3
12th – 14th 4 3 8 10 4
15th – 17th 5 4 10 12 5
18th – 20th 6 4 12 14 5
Gift of the Boon
At 6th level your patron grants one of the following features of your choice.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Chink In The Armor
When you make a succesful strike you learn a weakness in your enemy that you can use your magic against them.
At 11th level, you learn how to make your strikes undercut a creature's resistance to your spells. When you hit a creature with an attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Mystic Mastery
At 17th level You've tapped into the essence of your patorn.
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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