Monk
Base Class: Monk

Weave Benders have come to the realization that the Weave of magic flow through everything. Through losing themselves in the world around them, they reconise the feel of the Weave & can use their KI to synchronizes with it.

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

Spell Slots

The Weave Bender 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, two of which you must choose from the spells on the sorcerer spell list.

The Spells Known column of the Weave Bender 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, since you learn your spells through meditation and self-realization. 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

Weave Bender Spellcasting

MONK Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Your Flurry of Blows can now also be triggered by usings your action to cast a spell as well taking the attack action.

Reenforced Strikes

When you make an attack, you can expend a number of KI points, max = PB, add a martial arts dice of Force damage for every KI point expended in the blow. This extra damage overcomes non-magical resistance.

Within the Weave

Exceeded Limits

You can use your KI points to gain additional spell slots, or sacrifice spell slots to gain additional Ki points. You learn other ways to use your KI points as you reach higher levels.

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 what you already have available.

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

4

4th

5

5th

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.

Arcane Extension

At 6th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Arcane Extension options of your choice. You gain another one at 10th and 17th level.

You can use only one Arcane Extension option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 ki point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 ki point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 ki point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 ki point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Arcane Extension option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ki point to double its duration, to a maximum duration of 24 hours.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 ki point to cast it without any somatic or verbal components. 

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of ki points equal to the spell’s level to target a second creature in range with the same spell (1 ki point if the spell is a cantrip).To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Fierce Spell

This Extension can be used multiple times per turn. When you make an attack, you can spend a number of ki points to cast a spell in place of the attack. If the spell has a Somatic component & has a range of touch, then the attack continues and is considered the Somatic component. The number of ki points spent = level of the spell x number of uses of this Extension since the start of this turn + 1.

Directing the Flow

At level 11, when you make a saving throws against a spell or cast a spell that requires a saving throw, you can expend a number of ki points to strengthen either saving throw or DC of the spell. For every 2 ki points expended, you can increase your saving throw roll or your spell's DC by 1.

Redirect the Flow

At level 17, you can apply your Deflect Missiles feature to a spell with an attack roll that would hit you, using Wisdom instead of Dexterity. You can also spend ki points to further decrease the damage by 5 per point spent. If you reduce the damage to 0, ignore all other effects on you & can spend 1 ki point to reflect the spell to a new target within the spell's range, making a spell attack roll. If the new target is outside Deflects Missiles normal range, this attack is at disadvantage.

You can also reflect any damage &/or effect of a spell that caused you to make a saving throw that you avoided by succeeding your save. Make a spell attack roll against the new target of the reflected damage &/or effect with the same rules on range above. If you land a hit, the target makes the same saving throw you made at the same DC. Effects of spell behave the same as normal. If you land a critical hit with your Spell attack roll, the damage is doubled and the DC increases by 5.

Previous Versions

Name Date Modified Views Adds Version Actions
11/19/2023 9:47:28 PM
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9/19/2024 3:24:45 PM
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