Monk
Base Class: Monk

Ki has always been innately tuned alongside the magical forces of the weave; they are the same side of a different coins. Some monks learn to channel magics through monastic training and careful study, attuning their mind to magic as they attune their body to ki and becoming a master of both.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Arts Spellcasting table shows how many spell slots you have to cast your wizard 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 catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.

The Spells Known column of the Arcane Arts Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an divination or transmutation 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 at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or transmutation 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 wizard spells, since you learn your spells through dedicated study and repetition. 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 wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Arts 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

Arcane Burst

Starting when you choose this tradition at 3rd level, you can send forth your ki as an empowered blast of arcane energy. Once per turn, when you hit an enemy with an unarmed strike, you may choose to spend 1 Ki point to release a small amount of arcane energy. When you do so the creature takes additional force damage equal to your Intelligence modifier.

Spell Flurry

At 6th level, you learn to mix martial arts with the arcane. Immediately after you cast a spell as an action, you can spend 2 ki points to make two unarmed strikes as a bonus action.

Ki-Honed Mind

Beginning at 11th level, you can harden your thoughts, allowing you to steel your mind. When you fail a constitution saving throw made to maintain concentration on a spell, you may use your reaction to roll your martial arts die and add it to the total, possibly changing the result.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Spell Disruption

At 17th level, you gain the ability to knock a spellcaster's ki out of sync. When you hit a creature with an unarmed strike succeeds on a Constitution saving throw against your Stunning Strike Feature, it cannot cast spells other than cantrips until the end of your next turn.

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