Monk
Base Class: Monk

"Behold the exceedingly malodorous combat capabilities exhibited by my locomotive extremities, which I have meticulously cultivated using the perennial rituals developed by the philosophers of antiquity"

 

You have entered into symbiosis with a magical, semi-sentient fungus that grants you the secrets of arcane power and lore in exchange for protection, mobility and the opportunity to spread. Spores run in your blood, infusing your body with the fungus' being and twining your ki with its.

Spellcasting

Starting when you choose this tradition at 3rd level, your bond with the fungus grants you the ability to cast spells.

Fungus 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 wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Fungus Spellcasting table shows how many spell slots you have to cast your 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 catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and transmutation spells on the wizard spell list.

The Spells Known column of the Fungus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your
spells through your fungus' vast secret knowledge. 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 = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

 Also, any monk feature that would normally use your Wisdom can now use your Intelligence instead.

You can use Flurry of Blows after casting a cantrip.

Fungal Defences

Also at 3rd level, you gain resistance to poison damage and advantage on saving throws against poison.

Infectious Spores

At 6th level, your fungus spreads its toxic spores through your attacks. Your unarmed strikes deal poison damage or bludgeoning damage. In addition, when you hit with an unarmed strike, you can expend 1 ki point to force the target to make a constitution saving throw or take poison damage equal to half your level and be poisoned, taking half that damage on a success. A creature poisoned this way can repeat this saving throw at the end of each subsequent turn, ending the effect on itself on a success.

Additionally, the fungus grants you ancient insight into the legends of past civilizations. You can cast legend lore once per day without using a spell slot.

Toxic Friendship

Beginning at 11th level, as a bonus action, you can spend 2 ki points. All creatures that were poisoned by you in the last minute must make a wisdom saving throw or become charmed by you for 1 minute, or until they take damage, see one of their allies take damage, or you end the effect (no action required).

Also, you are immune to poison damage.

Fungal Revival

At 17th level, the fungus will protect you even from death. When you would be reduced to 0 HP, you can steal up to 15 HP from each creature currently poisoned by you.

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