Monk
Base Class: Monk

Monks of the Way of the Celestial Soul learn to channel their own energy into searing bolts of light and increased physical might. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Celestial Soul Spell casting table

Celestial Soul Spellcasting Spell Slots per Spell Level
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 1 1 - - -
4th 2 2 1 - - -
5th 2 2 1 - - -
6th 2 2 1 - - -
7th 2 3 1 1 - -
8th 2 3 2 1 - -
9th 2 4 2 1 - -
10th 3 5 2 1 - -
11th 3 5 2 1 - -
12th 3 6 2 1 - -
13th 3 6 2 1 1 -
14th 3 6 2 2 1 -
15th 3 7 3 2 1 -
16th 3 8 3 2 1 -
17th 3 8 3 2 1 -
18th 3 8 3 2 1 -
19th 3 9 3 2 1 1
20th 3 10 3 2 2 1

 

Spell Casting

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

Cantrips

You learn the cantrip Fire Bolt and one other cantrip of your choice from the Sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Celestial Soul 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 Abjuration, Evocation and Necromancy spells on the sorcerer spell list.

The Spells Known column of the Celestial Soul Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 must come from the school of Abjuration, Evocation and or Necromancy.

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, and it must be an abjuration or evocation 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 sorcerer spells, since you learn your spells through study and memorization. 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 sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Energized Ki Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical fire.

When you take the Attack action on your turn you may cast the cantrip Fire Bolt in place of the attack, you can spend 1 ki point to cast the cantrip again as a bonus action.

Ki-Spell Empowering

When you cast a spell that deals Fire, Radiant, Lightning or Force damage, by expending an amount of Ki points up to half your Monk levels, you may increase the damage of the spell by 1d4 for each Ki point spent.

Additionally when you would deal Fire, Radiant, Lightning or Force damage with a spell, you may change the damage of the spell to one of the three damage type mentioned.

Energy Conversion

At 11th level, your energy cores began to meld into one another. As a bonus action you may start empowering yourself, expend up to 6 ki points to a regain a spell slots with a level equal to the amount of ki expended or the other way around.

Celestial Form

At 17th level, as a bonus action, you may spend 4 Ki point to become wreathed in a luminous, magical aura for 1 minute. You shed bright magical light in a 30-foot radius and dim light for an additional 30 feet, and sparks of lightning lights around your body and hair every so often. You can extinguish the light as a bonus action.

While this light illuminate you gain the following bonus:

  • You gain an amount of temporary hit points equal to 2x your Monk Levels
  • You gain a +2 bonus to your AC and your speed increase by 10ft.
  • Whenever you would deal damage with an unarmed attack or a spell attack, you may add your Constitution Modifier to the roll.
  • If a creature hits you with a melee attack, you can use your reaction to deal 5 lightning damage to the creature. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2025 1:20:22 PM
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