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
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 |
Level 3: Reenforced Strikes
When you make an attack, you can expend a number of Focus Points, max = PB, add a martial arts dice of Force damage for every Focus Points expended in the blow. This extra damage overcomes non-magical resistance.
Level 3: Within the Weave
Exceeded Limits
You can use your Focus Points to gain additional spell slots, or sacrifice spell slots to gain additional Focus Points. You learn other ways to use your Focus Points as you reach higher levels.
Creating Spell Slots. You can transform unexpended Focus Points into one spell slot as a bonus action on your turn. The number of Focus Points expended to create spell slots = twice the slots 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.
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 Focus Points points equal to the slot’s level.
Level 6: Arcane Extension
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 Focus 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 Focus Point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 Focus Point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1Focus 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 Focus 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 Focus Point to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 Focus 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 Focus Point equal to the spell’s level to target a second creature in range with the same spell (1 Focus 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 Focus Point 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 Focus Point spent = level of the spell x number of uses of this Extension since the start of this turn + 1.
Level 11: Directing the Flow
When you make a saving throws against a spell or cast a spell that requires a saving throw, you can expend a number of Focus Point to strengthen either saving throw or DC of the spell. For every 2 Focus Point expended, you can increase your saving throw roll or your spell's DC by 1.
Level 17: Redirect the Flow
If your Deflect Missiles/Energy feature was triggered by a spell, the amount the damage is reduced by is doubled & can use Wisdom or Dexterity. You can also spend Focus Points to further decrease the damage by 5 per point spent. In addition, if the spell's range exceeds 60 ft, the deflection's range increases to the spells range but the attack is made at disadvantage.
If you succeed in making a saving throw against a spell, spend 1 Focus Points make a spell attack roll against a creature within this features range to reflected the damage &/or effect of that spell. 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.
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