Monk
Base Class: Monk

Yin and Yang,

Fire and Ice,

Light and Dark,
Life and Death,
Weal and Woe,
Harmony and Discord...

One cannot exist without the other, yet they are in constant opposition.
You will harness this opposition...

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 and the Spells Listing for the Druid spell list.

Cantrips

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

Spell Slots

The Way Of Harmony Spellcasting table shows how many spell slots you have to cast your Druid 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 Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot.

Spells Known of 1st-Level and Higher

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

The Spells Known column of the Way Of Harmony Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each of these spells must be an abjuration, enchantment, 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 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 Druid spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, enchantment, 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 Druid spells, since you learn your spells through Meditation and prayer. 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 Druid 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

Way Of Harmony 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

Disrupt Harmony

At 6th level, you are able to disrupt harmony just as easily as you create it. As a reaction to a creature within 30 feet of yourself making an attack roll, you can expend 1 ki point to deal psychic damage to it equal to your martial arts die, and give it disadvantage on the attack roll

Mastery of the Circles

Starting at 11th level, you have learned how to turn to nature, and use that spiritual inspiration in tandem with your physical martial arts training.

Hand of Beasts. You can spend 1 Ki point as a bonus action to change the damage of your Unarmed Strikes, as well as increasing your damage by 1 die. This change lasts a number of turns equal to your Wisdom modifier (minimum 1). Your damage choices are limited to: Bludgeoning, Piercing, Slashing, Acid, and Poison.

Nature's Step. You can spend 1 Ki point as a bonus action to gain a Climbing and Swimming speed equal to your unarmored movement bonus. This change lasts a number of minutes equal to your Wisdom modifier (minimum 1).

Wings of the Leaves. You can spend 2 Ki points as a bonus action to grant yourself a flying speed equal to your movement speed. These wings composed of foliage last for a number of turns equal to your Wisdom modifier (minimum 1). Should you lose your flight while in the air, you descend as normal.

Living Harmony

At 17th level, your healing powers allow you to heal those around you. As an action, you can expend between 3 and 5 ki points to cast mass cure wounds at 5th-level for 3 ki points, or 1 level higher per ki point spent. After using this feature, you must take a long rest before doing so again.

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