Monk
Base Class: Monk

The wind can be a subtle and dynamic presence, singing softly over rustling trees, or the wind be be a powerful and unrelenting force, lashing out from the sea in a violent rage. Following this Monastic Tradition, you are taught not only about the Material Winds but also about a hidden cosmic force behind them, which is the driving force pushing forward the Winds of Time. Knowing about this cosmic force allows you to tap into a divine source of magic. Monks of this tradition are never settled, never content, and are naturally drawn to a life of adventure. They are powerful agents of change in the world for they are driven to help push forward the Winds of Time.

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. You can use a monk weapon as a spellcasting focus.

Cantrips

You learn the gust cantrip and one other cantrip from your monk spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Monk 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. In order to expend a spell slot, you must unlock it with a number of ki points equal to double the spell slot level.

For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider using either slot. Unlocking the 1st-level spell slot would cost 2 ki points, and unlocking the 2nd-level spell slot would cost 4 ki points. 

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice from your spell list.

The Spells Known column of the Monk Spellcasting table shows when you learn more 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 your 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 spells, since you learn your spells through repetitive practice 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 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

Monk Spellcasting

MONK

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

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

Way of the Wind Spell List

(In order to add the spells to your character's spell list that are considered licensed content from Wizards of the Coast, you will need to purchase that content and then make a homebrew copy of your character's backstory where you may expand your spell list. This was necessary to make this sub-class publishable for the D&D Beyond homebrew community. Please speak with your DM to ensure that you have the "go-ahead" to use this optional content.)

Spell Level

Spells

Spells (Licensed Content)

Cantrips

blink step, gust, message, shocking grasp, spare the dying, true strike

blade ward, booming blade, lightning lure, magic stone, thunderclap

1st

divine favor, expeditious retreatfeather falljump, longstrider, shield, thunderwave

witch bolt, zephyr strike

2nd

blur, gust of wind, knock, mirror image, misty step

dust devil, warding wind

3rd

fly, haste, lightning boltwind wall

thunder step

4th

death ward, dimension door, freedom of movement, resilient sphere

galder’s speedy courier, storm sphere

Subtle and Dynamic

Starting at 6th level, the number of ki points you must use to unlock a spell slot is equal to the spell slot level, and when you use your action to cast one of your monk cantrips, you can use a bonus action to make an unarmed strike or spend a ki point to use your flurry of blows.

Powerful and Unrelenting

Starting at 11th level, you no longer need to spend ki points to unlock your spell slots, and when you use your action to cast one of your monk spells of 1st level or higher, you can use a bonus action to make an unarmed strike or spend a ki point to use your flurry of blows.

Eye of the Storm

Starting at 17th level, you are able to focus your ki and prepare one of several powerful spells by meditating for ten minutes at the end of a short or long rest. While you meditate, a magical storm one mile wide forms above you with you in the eye of the storm. The storm and your prepared spell will persist for up to 4 hours. Whenever you move away from the center, the eye of the storm will move towards you at a speed of 30 feet per turn, and during this time the terrain at the surface, outside of a 30 foot circle under the eye of the storm, becomes difficult terrain due to the heavy wind and rain.

Preparing one of these powerful spells requires you to focus your ki, and so until you cast the spell or choose to end your focus as an action (un-preparing the spell), you cannot use your ki for any of your other monk features. Once you have used this feature to prepare a spell, you cannot do so again until you finish a long rest.

(The control winds and steel wind strike spells are both found under licensed content, and so you will need to purchase the content and create a custom homebrew feat to make the spells available on your character sheet. Please speak with your DM to ensure that you have the "go-ahead" to use this optional content).

Please choose from one of the following options:

Chain Lightning

You have prepared the chain lightning spell.

Control Winds (licensed Content)

You have prepared the control winds spell.

Nothing Prepared

You have not prepared a spell.

Steel Wind Strike (Licensed Content)

You have prepared the steel wind strike spell.

Teleport

You have prepared the teleport spell.

Time Stop

You have prepared the time stop spell.

Previous Versions

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