Monk
Base Class: Monk

The Way of the Life Weaver combines the martial mastery of the monk with the ability to wield the magic of the weave. A monk of this school uses their inner Ki to connect to the weave, producing magical effects through manipulation of it, the way a wizard does. Because of the life-style of the monks in these rare monasteries, often dedicated to Mystra, goddess of magic, monks of this school tend toward illusion and transmutation magic as their schools of choice. Illusion allows them to hide their presence and transmutation makes them even deadlier in combat. Masters of Calligraphy, these monks can cast any spell by drawing arcane symbols in the the air, traced in glowing light. Casting through Ki is a difficult task, so even the strongest of monks cannot cast the great magics through their Ki, but the magic they can cast can be deadly and impactful when combined with their martial skill.

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 wizard spell list.

Cantrips

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

Spell Slots

The Way of the Life Weaver 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 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 wizard spells of your choice, two of which you must choose from the illusion and transmutation spells on the wizard spell list.

The Spells Known column of the Way of the Live Weaver Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an illusion 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 illusion 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

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through attuning to 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

Way of the Life Weaver 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 Arts

You gain proficiency in Calligrapher's Supplies if you do not already have it.

You can use your calligrapher's supplies as an arcane focus for spells that uses wisdom as its casting ability, when you do this, you ignore the verbal components for spells, but every spell you cast through these tools has a somatic component, even if the original spell doesn't.

 

Magic Ki

 

At 3rd level, you learn to use Ki to cast spells. You do not have spell slots as given by the Spellcasting feature, and instead use your Ki and this feature to cast spells of 1st level or higher, see the Arcane Arts table below for the cost of casting spells. You otherwise obey all the rules for Spellcasting. Twice per short or long rest, you may use your Ki to cast a leveled spell. At certain levels in this class, the number of uses of this feature increases, as shown in the Ki Casting table.

 

Ki Casting

Monk Level

Number of Uses

3

2

11

3

17

4

 

Up-casting

 

If a spell you know gains benefits from casting it using a higher level slot, such as the spell Burning Hands does, then you can cast the spell you know using the appropriate amount of Ki, as provided in the Arcane Arts table. In order to use this feature, you must reach the appropriate level in this class, for 2nd level slots, you must be level 7, for 3rd level slots, you must be level 13, and for 4th level slots, you must be level 19. You cannot cast spells above 4th level in this way.

 

Arcane Arts

Ki Point Cost

Spell Level

2

1

3

2

5

3

6

4

 

 

 

Striking Weave

When you take damage from an attack or saving throw from an attacker you can see, you can spend 1 Ki point to use your reaction to teleport up to 60 ft to the attacker and make a single unarmed strike against them.

 

Empowered Casting

You can burn through your life force to power up your spells, when you use your action to cast a spell that you know, you can spend up to 3 extra ki points to empower a single healing or damage effect of the spell against 1 target of that spell. Roll your martial arts die a number of times equal to the amount of extra ki spent, and add those numbers to a healing or damage effect of the spell against 1 target of that spell.

 

 

Protection of the Weave

As an bonus action, you may call upon the protection of the weave, gaining the following benefits for 1 minute. Once you do this, you cannot do it again until you take a long rest.

 

- You have advantage on saving throws against spells and resistance to the damage from spells.

 

- If you are hit by an attack, you can use your reaction to add +5 to your AC, this bonus lasts until the beginning of your next turn.

 

 

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