Divination/Transmutation monk

by enderking90

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Way Of The Arcane

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

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 Arcane 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 divination and transmutation spells on the wizard spell list. The Spells Known column of the Way Of The Arcane Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or necromancy 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 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

Future Sight

Beginning at 3rd level, When you gain the benefit of your Unarmoured Defense class feature, you can choose to have your AC be 10 + Intelligence modifier + your Wisdom modifier instead of 10 + your Dexterity modifier + your Wisdom modifier as you are able to see ever so slightly to the future to avoid attacks instead of relying on your reflexes.

Additionally, you can add your Intelligence or Wisdom modifier to your initiative rolls and you cannot be surprised while you are conscious.

Way Of The Arcane spellcasting
Monk
Level
Spell Slots per Spell Level
Cantrips
Known
Spells
Known
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
ThinkDM | Homebrew Spellcaster Template

Spirit Convert

At 6th level, you can spend unexpended Ki points to regain one spell slot as a bonus action on your turn, the level of which can be no higher than half your proficiency bonus (rounded up). The table below shows the cost of creating a spell slot of a given level.

Spell Slot Level Ki Point Cost
1st 4
2nd 6
3rd 10

Greater Alter Self

starting at 11th level, you are able to alter your body a limited number of times without needing to cast magic.

As an action, you can choose to gain the benefits of one of the following spells: Jump, Longstrider, Alter Self, Darkvision, Enhance Ability or See Invisibility, as if you had cast the spell, a number of times equal to your proficiency bonus.

You regain all expended uses when you finish a long rest.

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At 17th level, something

 

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