Monk
Base Class: Monk

(The point of this subclass is to act as a mirror to the Eldritch Knight, giving a martial class the ability to become a quarter caster Monk.)

 

Holy Magic

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.

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

Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice, two of which you must choose from the Abjuration, Evocation, or Enchantment spells on the Cleric and Paladin spell list. 

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

The Spells Known column of the Spellcasting table shows when you learn more Divine 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 spells you know with another spell of your choice from the spell list provided. The new spell must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your Divine spells, since you learn your spells through prayer and meditation. 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 holy spell you cast and when making an attack roll with one.

Spell save DC = 8 + Proficiency bonus + your Wisdom modifier

Spell attack modifier = Proficiency bonus + your Wisdom modifier

Righteous Blows

At 3rd level, you can augment your strikes with the divine or corrupt energy bestowed upon you:

Whenever you spend a ki point or spell slot, you can regain health equal to a roll of your martial arts die + your monk level. If your health is full when you would regain health, it's converted into temp hp instead. If your healing brings you to full hp, what is left is converted to temp hp. You can use this feature a number of times equal to your proficiency bonus, and recover all uses when you finish a long rest and recover a single use when you finish a short rest.

When you hit a creature using an unarmed strike or a monk weapon, you can choose to make the damage Radiant, Necrotic, or Psychic instead of its original damage type.

 

Wholeness of Spirit

At 6th level, you gain ki points equal to your proficiency modifier + either your Dex or Wis modifier (Your choice when reaching this level). At level 11, add both your Dex and Wis modifier.

You may convert spell slots into ki points, You may use an action to convert spell slots into ki points at a 1st level spell slot to 3 ki point ratio (2nd level spell slot to 6 ki points, etc.).

You may convert ki points into spells slots, You may use a bonus action to convert ki points into spells slots 3 ki point to 1st level spell slot (6 ki points to 2nd level spell slot, etc.). Ki points converted this way into spell slots are removed from your total pool of ki points until you take a long rest.

You may use a bonus action to sprout wings, the appearance of the wings are based on your alignment and diety, for 10 minutes. You gain a fly speed equal to your walk speed and can hover as long as you are conscious. You can use this feature a number of times equal to your proficiency modifier and regain all uses after a long rest, you may spend 3 ki points or a 1st level spell slot or higher to activate this again if you are out of uses.

Divine Augments

At 11th level, your will allows you to alter the battlefield in various ways using ki points or spell slots.

Revitalizing Energy - When you target yourself or an ally with a spell of first level or higher, you may spend ki points equal to the spells level to heal a number of allies within 60ft of you equal to your wisdom modifier by a number of rolls of your martial arts die equal to the spells level + Monk level. ('2nd level cure wounds trigger' = 2 rolls of martial arts die + monk level to allies 'not including yourself'. 

Fanatical Fervor - When you hit an enemy with an unarmed strike or monk weapon, you can expend a spell slot and/or a number of ki points in any combination to deal radiant, necrotic, or psychic damage to the target in addition to the attacks damage. The extra damage is 2d6 for a 1st-level spell slot and/or 3 ki points, plus 1d6 for each spell level higher than 1st and/or 3 ki points, to a maximum of 6d6.

Divine Influence - You may spend 5 ki points and use your bonus action to trigger brief apotheosis within yourself which lasts for one mintute. Whenever a creature (including yourself) makes an attack roll, ability check, or saving throw, you can use your reaction to add or subtract a roll of your martial arts die to that roll potentially changing the result. You can trigger this after seeing the roll before the DM announces if it succeded or failed. If the target is yourself or an ally, they take no damage from the effect if they succeed on a saving throw, and take only half damage if they fail.

Second Coming

At 17th level, you can spend 20 ki points, once per long rest, to cast a 9th level spell or lower from any spell list. You use your Wisdom modifier whenever a spell refers to your spellcasting ability.

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