Monk
Base Class: Monk

All monks use their ki to strengthen their bodies, allowing them to combat their foes. However, there are a few who intertwine the ki from inside their bodies with the magic of the Weave in order to create devastating blows, using lost ancient forgotten techniques to unleash the most secret of their abilities.

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 Way of the Battle Sage 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 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 wizard spells of your choice, two of which you must choose from the abjuration or transmutation spells on the wizard spell list.

The Spells Known column of the Way of the Battle Sage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration 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 abjuration 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 memorization. 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

Way of the Battle Sage 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

Legacy Technique

At 6th level, you choose what ancient legacy you learn your techniques from. Choose one of the legacies listed below. The technique you gain now and for other features in this class are based on this legacy. 

Desert Wind Tempest. You gain the ability to strike as the desert wind itself. As an action, you can spend 2 ki points to make a special melee weapon attack or an unarmed strike against any number of creatures of your choice within a 15-foot cone originating from you, with a separate attack roll for each target. 

Diamond Mind Strike. You gain the knowledge to strike weak points in your opponents that disrupt their ki. As an action, you can spend 2 ki points to make a special unarmed strike against a target of your choice within 5 feet of you. On a hit, you deal additional damage equal to your Intelligence modifier and the target must succeed on an Intelligence saving throw. On a failed save, the target rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws for 1 minute. It can make an Intelligence saving throw at the end of each of its turns, ending the effect on a success.

Setting Sun Throw. You learn how ability to gain the advantage against a target through the use of grappling. As an action, you can spend 2 ki points to make a special unarmed strike against a target of your choice within 5 feet of you. On a hit, the target must make a Strength saving throw or be knocked prone. If the target is knocked prone, you can make a special attack to attempt to grapple the target. 

Shadow Hand Technique. You learn to strike where it hurts the most. As an action, you can spend 2 ki points to make a special melee weapon attack or unarmed strike against a target of your choice within 5 feet of you. On a hit, you deal 6d6 extra damage.

Tiger Claw Flurry. You have learned how to fight while surrounded by your enemies. As an action, you can spend 2 ki points to make a special melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. 

Desert Wind Tempest

You gain the ability to strike as the desert wind itself. As an action, you can spend 2 ki points to make a special melee weapon attack or an unarmed strike against any number of creatures of your choice within a 15-foot cone originating from you, with a separate attack roll for each target. 

Diamond Mind Strike

You gain the knowledge to strike weak points in your opponents that disrupt their ki. As an action, you can spend 2 ki points to make a special unarmed strike against a target of your choice within 5 feet of you. On a hit, you deal additional damage equal to your Intelligence modifier and the target must succeed on an Intelligence saving throw. On a failed save, the target rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws for 1 minute. It can make an Intelligence saving throw at the end of each of its turns, ending the effect on a success.

Setting Sun Throw

You learn how ability to gain the advantage against a target through the use of grappling. As an action, you can spend 2 ki points to make a special unarmed strike against a target of your choice within 5 feet of you. On a hit, the target must make a Strength saving throw or be knocked prone. If the target is knocked prone, you can make a special attack to attempt to grapple the target. 

Shadow Hand Technique

You learn to strike where it hurts the most. As an action, you can spend 2 ki points to make a special melee weapon attack or unarmed strike against a target of your choice within 5 feet of you. On a hit, you deal 6d6 extra damage.

Tiger Claw Flurry

You have learned how to fight while surrounded by your enemies. As an action, you can spend 2 ki points to make a special melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. 

Sage's Meditation

Starting at 11th level, you can meditate instead of sleeping. While you meditate, you remain semiconscious, for 4 hours a day, though you can hear as normal. After meditating in this way, you gain the same benefit that you would have from 8 hours of sleep. 

In addition, you can meditate for 10 minutes. If you complete this meditation, you gain the benefit of a short rest. You regain the use of this feature after a long rest.

Weave of Strike and Spell

Starting at 11th level, you gain the ability to weave your magical abilities with your ancient techniques. When you use your action to use your Legacy Technique attack, you can spend 1 ki point to cast a cantrip as a bonus action.

Legacy Stance

At 17th level, your choice of ancient legacy allows you to specialize in a way of fighting which cannot be matched. You gain one of the stances listed below, based on your choice of legacy when you chose your Legacy Technique. 

Desert Wind Assault. When you hit a creature with a monk weapon or an unarmed strike, you deal an additional d6 fire damage. 

Diamond Mind Alacrity. You can use your reaction even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain these uses at the end of a long rest.

Setting Sun Parry. When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Shadow Hand Dance. You can use a bonus action on each of your turns in combat to take the Hide action. When you hit a creature with a monk weapon or an unarmed strike while you are hidden from it, that creature has disadvantage on any saving throw it makes against a spell or magical ability until the start of your next turn. 

Tiger Claw Tactics. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. In addition, hostile creatures within 5 feet of you have disadvantage on any melee attack roll that doesn't target you.

Desert Wind Assault

When you hit a creature with a monk weapon or an unarmed strike, you deal an additional d6 fire damage.

Diamond Mind Alacrity

You can use your reaction even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain these uses at the end of a long rest.

Setting Sun Parry

When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Shadow Hand Dance

You can use a bonus action on each of your turns in combat to take the Hide action. When you hit a creature with a monk weapon or an unarmed strike while you are hidden from it, that creature has disadvantage on any saving throw it makes against a spell or magical ability until the start of your next turn. 

Tiger Claw Tactics

Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. In addition, hostile creatures within 5 feet of you have disadvantage on any melee attack roll that doesn't target you.

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2021 1:12:42 AM
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5/29/2021 1:22:01 AM
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