Monk
Base Class: Monk

Monks are often in the service of a temple order, or other group. Rather it be a group of Druids at a forest shrine or a Warlock or a Cleric order, the Monks that serve always seek ways to be of eaven greater service to their group.
Monks that walk this path spend many hours studying the arcane and many hours in deep meditation. Seeking the sorce of magic, these monks find it within themselves. When it is found, the monks say that they were in a deep meditative state when suddenly they felt as if they were brought to another realm altogether. The place that they would goto in their mind, would change suddenly into a new place, one that they had never seen before. It always takes the form of the inside of a grand arcane library. The interior esthetics and decor are dependent on the individual. However, every shelf is filled with books and tomes on the arcane and of spells.

 

At level 3 when you take this subclass you gain the following benefits.

• You gain proficiency in Arcana or expertise if you already have proficiency with it.
• You gain access to an arcane library through meditation. choose a spell list (sorcerer, wizard, cleric, ect.). This is your spell list. You gain 3 cantrips from your list and another at 6th, 11th, and 17th level. You gain 2 spells, which can be from any spell list. You gain another spell of your choosing from any list at 6th, 11th, and 17th level. These spells are always prepared and don't count against your prepared spell list, and you can only change them when you would gain one of these spells. You can have a number of spells prepared equal to your wisdom modifier + half your monk level rounded down (minimum 1). All spells on your chosen spell list are known to you, and you can change your prepared spells during a short or long rest (like cleric) by entering your arcane library through meditation.

ARCANE LIBRARY:
During a short or long rest, you can enter a meditative state. While in this state, you perceive yourself in your arcane library. While in your arcane library, you can change your prepared spell list. During a long rest, four hours in this trance-like state is sufficient to receive all the benefits of the long rest. You can be shaken out of this state.

ARCANE SPELL BOOK:
While in your arcane library, this is your spell book. It is where you record your prepared spells and commit them to memory. For 1 ki point, you can manifest your arcane spell book as a spectral floating book that always follows within 5 feet of you and stays until dismissed, no action required. While manifested, it will pay the spell component cost for you in the same way as the component pouch. While manifested, you can perform one or more of the following options.
• Arcane Step: As a bonus action, you can cast misty step at will, proficiency times/ long rest.
• Healing Ward: As a bonus action, you can touch a willing creature, including yourself, and spend 1 ki pont to place a healing ward on it. The target can choose to use a reaction immediately after taking damage, activating the ward. The ward is activated automatically when the target is knocked down to 0hp. When activated, the target can make 1 roll of your martial arts die + your spellcasting modifier, and gain that amount in hp. You can do this a number of times per day equal to your monk level, and a creature can only have one of these wards placed on it at a time.
This increases to 3 rolls at 6th level, 5 at 11th level, and 7 rolls of your martial arts die at 17th level.

Arcane Gifts:
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following arcane gift options of your choice. You gain another at 6th, 11th, and 17th level.

Spellcasting:
As a conduit for arcane power, you can cast spells from your chosen list. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of spells.

Cantrips:
At 3rd level, you know three cantrips of your choice from your spell list. You learn additional cantrips of your choice at levels 6, 11, and 17.

Preparing and Casting Spells:                                         The ½ caster spell table shows how many spell slots you have to cast your spells. When you prepare the list of spells that are available for you to cast, choose from the spell list that you selected when you chose this class. When you do so, choose a number of spells equal to your wisdom modifier + half your monk level (rounded down minimum one spell). The spells must be of a level for which you have spell slots. You must use ki equal to the spell level enorder to cast it (2nd level spell requires 2 ki). You can up cast as normal by spending one extra ki per level. For example, to up cast a 1st level spell to 2nd level. Use 2 ki points and a 2nd level spell slot.
You regain all ki poin and spell slots when you finish a long rest or after four hours in your arcane library.

Example, if you are 5th-level in this class, you have access to 1st-level and 2nd-level spells. With a wisdom of 14, your list of prepared spells can include four spells of 1st-level or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it at 1st or 2nd-level. Casting a spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells during a long or short rest. Preparing a new list of spells requires time spent in your arcane library through meditation: at least one minute per spell level for each spell on your list.

Spellcasting Ability:
Wisdom is your spellcasting ability for your spells since you learn your spells through meditating on/in the arcane realm.

Spellcasting Focus:
Your ki channels and focuses your magic.

Ritual Casting:
You can cast a spell on your list as a ritual if that spell has the ritual tag. You don't need to have the spell prepared to cast it as a ritual.

Arcane Gifts: 

At 3rd level, your connection to the library gives you the knowledge to twist your spells and manipulate your magic to suit your needs. You gain two of the following arcane gift options of your choice. You gain another one at 6th, 11th, and 17th level
You can use only one arcane gift option on a spell when you cast it, unless otherwise noted.
Additionally, when you gain a level in this class, you can choose one of the arcane gifts you know and replace it with another that you could learn.


Carful 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 gift 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.

Heightened Spell.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ki points to give one target of the spell disadvantage on its first saving throw made against the spell.

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 doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, 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.

Armor of the Library.
You can cast mage armor on yourself at will, without expending ki or material components.

Beast Speech.
You can cast speak with animals at will, without expending ki.

Arcane Vision.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Studied Eyes.
You can read all writing.

Truthful Sight.
Prerequisites: level 15
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Gift of the depths.
prerequisites: level 5
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Watchful Eyes.
Prerequisites: level 7
As an action, you gain the ability to see through solid objects to a range of 30 feet, can see invisible creatures, and are unaffected by the blinded condition. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.

 

 

Gifts of the Library

At level 3. 

• Arcane Library (see rules)
• You gain two spells of your choosing from any spell list that you have the spell slots for.
• Arcane Gifts: Choose two options from the arcane gifts.
• Arcane Spell Book (see rules)
• Arcane Step: As a bonus action, you can cast misty step at will, proficiency times/ long rest.          • Healing Ward: As a bonus action you can touch a willing creature, including yourself, and spend 1 ki pont to place a healing ward on it. The target can choose to use a reaction immediately after taking damage, activating the ward. The ward is activated automatically when the target is knocked down to 0hp. When activated, the target can make 1 roll of your martial arts die + your spellcasting modifier, and gain that amount in hp. You can do this a number of times equal to your monk level, and a creature can only have one of these wards placed on it at a time.

Magical Item Manipulation

At 6th level.

You ignore all class, race, and level requirements on the use of magic items.

Arcane Defense

Beginning at 11th level, 

You learn to use your ki to further aid you in your spellcasting. As a bonus action, you can spend 5 ki points to give your self resistance to a single damage type on your spell list for 5 minutes 

Arcana Might

At 17th level, 

You learn to use your ki to further aid you in your spellcasting. As a bonus action, you can spend 5 ki points and choose a damage type from your spell list. For 5 minutes, all of your attacks deal their normal damage and an extra 5D12 damage of the chosen type. If you knock a creature down to 0hp or kill it, make one roll of your martial arts die. You gain that amount in ki points back, as if you are draining energy from those you have slain. this ability can't raise your ki points over your maximum. You can use this ability with your arcane defense ability for 11 ki points. For every 2 ki extra you spend to activate this ability add 1D12 (max 6 ki) to the damage roll.

 

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