Monk
Base Class: Monk

Through countless hours of meditation, monks of the Way of the Weave are able to form a connection to the Weave allowing them to will their ki into spells. These monks are known as Weavers, powerful practitioners of arcane magic who blend martial arts and spellcasting to devastating effect. Weavers specialize in the schools of divination and transmutation magic. Using divination magic to peer into the expansive knowledge of the Weave, and transmutation magic to alter their bodies and the world around them to meet any threat they may face.

 

All credit goes to WinkingWizard, /u/TheWinkingWizard

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 three cantrips: True Strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Way of the Weave 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 feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall 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 Way of the Weave Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a 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 a divination or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through deep meditation on the aspects of the Weave. 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 wizard 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

Wave of the Weave Spellcasting

 

Rogue

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

Foreseen Fighting

Starting at third level, when you cast true strike, you can do so as a bonus action and without needing to maintain concentration.

Arcane Forging

At 6th level, you learn a ritual that transforms one monk weapon of your choice into an arcane catalyst. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it.

As part of this transformation, the weapon's damage type becomes force, and you can use your arcane catalyst as a spellcasting focus for your Way of the Weave spells.

Flowing Defense

Beginning at 11th level, you learn to control the ebb and flow of magic directed toward you. You can use your reaction to deflect or catch the spell when you are hit by a ranged spell attack. If the spell has multiple ranged spell attacks, you can only deflect or catch one of them. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. 

If you reduce the damage to 0, you can seize control of the spell if you have at least one hand free. If you seize control of the spell in this way, you can spend 1 ki point per level of the spell seized (minimum of 1) to make a ranged spell attack with the spell, as part of the same reaction. The spell counts as a Way of the Weave spell for the attack.

Master of Mind and Spirit

At 17th level, your practiced connection to the Weave grants you the power to freely shape the form of your ki into spells. You can use your ki points to gain additional spell slots. 

Creating Spell Slots. You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table table shows the cost of creating a spell slot of a given level. The created spell slots vanish at the end of a short or long rest.

Creating Spell Slots
Spell Slot Level Ki Point Cost
1st 2
2nd 3
3rd 5
4th 6

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