clash
2018-02-15, 05:11 PM
Here is my take on changing the monk to a half caster. This has a lot of multiclassing benefits, and makes them a long rest class without a new type of resource to track. I didnt bother adding martial arts die size to the table but it increases as normal. Let me know what you think.
Monk Rework
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Unarmored Defense, Martial Arts
2nd
+2
Spellcasting, Stunning Strike
2
2
3rd
+2
Monastic Tradition, Unarmored Movement
2
3
4th
+2
Ability Score Improvement
3
3
5th
+3
Extra Attack
3
4
2
6th
+3
Ki Empowered Strikes, Monastic Tradition
4
4
2
u
7th
+3
Evasion
4
4
3
8th
+3
Ability Score Improvement
5
4
3
9th
+4
Unarmored movement improvement
5
4
3
2
10th
+4
Stillness of Mind
6
4
3
2
11th
+4
Monastic Tradition
6
4
3
3
12th
+4
Ability Score Improvement
7
4
3
3
13th
+5
Tongue of the Sun and Moon
7
4
3
3
1
14th
+5
Diamond Soul
8
4
3
3
1
15th
+5
Timeless Body
8
4
3
3
2
16th
+5
Ability Score Improvement
9
4
3
3
2
17th
+6
9
4
3
3
3
1
18th
+6
Monastic Tradition
10
4
3
3
3
1
19th
+6
Ability Score Improvement
10
4
3
3
3
2
20th
+6
Perfect Self
11
4
3
3
3
2
Unarmored Movement:
In addition to regular benefits you can disengage as a bonus action.
Stunning Strike:
Starting at 2nd level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack. you can expend a spell slot of to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. If you expend a spell slot higher than 1st, the target takes an additional 1d6 damage for each slot above 1st to a maximum of 3d6.
Diamond Soul:
Beginning at 14th level, your mastery of the body grants you proficiency in all saving throws.
Perfect Self:
Not sure what to do here, as I dont really like their existing capstone. For a straight transformation though: At 20th level, when you roll for initiative and have no spell slots remaining, you regain 1 spell slot of 3rd level or lower.
Deflect Arrows
Level: 1
Casting Time: Special
Range: Self
Components: V, S
Duration: 1 round
Reaction trigger: You are hit by a ranged weapon attack.
You focus your energies into deflecting projectiles at the last second. Until the start of your next turn, you reduce the damage of all ranged weapon attacks by 2d10, including against the triggering attack. If you reduce the damage of the triggering attack to 0 and the fired ammunition is small enough to hold in one hand and you have one hand free, you can catch the projectile optionally make a ranged weapon attack with the piece of ammunition as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Flurry of Blows
Level: 2
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute (concentration)
You focus your inner power allowing you to unleash blows at lightning speed. Until the spell ends, whenever you take the attack action you can make two unarmed strikes as a bonus action.
Empty Body:
Level: 5
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
You become invisible and gain resistance to all damage.
1st level spell
Expedius Retreat
Feather Fall
Deflect Arrows
Detect Poison and Disease
Detect Good and Evil
Jump
Longstrider
Zephyr Strike
2nd level
Flurry of blows
Blur
Calm Emotions
Darkvision
Invisibility
Mirror Image
Enhance Ability
Protection From Poison
3rd Level
Life Transference
Magic Circle
Nondetection
Protection from Energy
Spirit Guardians
Tounges
4th level
Banishment
Stone Skin
Greater Invisibility
5th Level
Empty Body
Commune
Far Step
Mislead
Passwall
3 Mind and Body:
You learn the following spells at the levels indicated and they count as monk spells for you but do not count against your number of monk spells known.
3: Comprehend Languages, Zephyr Strike
5: Enhance Ability, Flurry of Blows
9: Nondetection, Revify
13: Diamond Soul, Freedom of Movement
17: Destructive Wave, Skill Empowerment
3 Wholeness of Body:
As written
6 Open Hand Technique
When you take the bonus action attacks provided from the flurry of blows spells... the rest as written.
11 Tranquility
As written
17 Quivering Palm:
You gain the ability lo set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike. you can expend a spell slot of third level or higher to start these imperceptible vibrations. which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action lo end them. To do so. you and the target must be on the same plane of existence. When you use this action. The creature must make a Constitution saving throw. If it fails. it is reduced to O hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
3 Shadow arts:
You learn the Minor illusion cantrip, and you learn the following spells at the levels indicated. They count as monk spells for you but do not count against your number of monk spells known.
3: Cause Fear, Silent Image
5: Pass without Trace, Darkness
9: Enemies Abound, Hunger of Hadar
13: Dimension Door, Shadow of Moil
17: Negative Energy Flood, Dense Macabre
3 Eyes of the night:
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
6 Shadow Step:
As written
11 Cloak of Shadows:
As written
17 Opportunist:
As written
3 Disciple of the Elements
You gain the following cantrips: Control Flames, Mold Earth, Gust, Shape Water and you learn the following spells at the levels indicated. They count as monk spells for you but do not count against your number of monk spells known.
3: Burning Hands, Earth Tremor, Thunderwave, Ice Knife
5: Scorching Ray, Gust of Wind, Maximilians Earthen Grasp, Snillocs Snowball Swarm
9: Fireball, Fly, Sleet Storm, Wall of Sand
13: Ice Storm, Storm Sphere, Wall of Fire, Stone Shape
17: Cone of Cold, Immolation, Control Winds, Wall of Stone
6 Elemental Fury
Immediately after casting a spell gained from Disciple of the Elements you can make an unarmed strike as a bonus action.
11 Fist of Thunder
You shroud your fists in the elements and harness them. Whenever you make an unarmed strike you can choose lighting, thunder, fire or cold as the damage type instead of bludgeoning.
17 Primoridal Mastery
You can cast one of Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind without expending a spell slot. Once you have done so you cant do it again until you finish a long rest.
Monk Rework
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Unarmored Defense, Martial Arts
2nd
+2
Spellcasting, Stunning Strike
2
2
3rd
+2
Monastic Tradition, Unarmored Movement
2
3
4th
+2
Ability Score Improvement
3
3
5th
+3
Extra Attack
3
4
2
6th
+3
Ki Empowered Strikes, Monastic Tradition
4
4
2
u
7th
+3
Evasion
4
4
3
8th
+3
Ability Score Improvement
5
4
3
9th
+4
Unarmored movement improvement
5
4
3
2
10th
+4
Stillness of Mind
6
4
3
2
11th
+4
Monastic Tradition
6
4
3
3
12th
+4
Ability Score Improvement
7
4
3
3
13th
+5
Tongue of the Sun and Moon
7
4
3
3
1
14th
+5
Diamond Soul
8
4
3
3
1
15th
+5
Timeless Body
8
4
3
3
2
16th
+5
Ability Score Improvement
9
4
3
3
2
17th
+6
9
4
3
3
3
1
18th
+6
Monastic Tradition
10
4
3
3
3
1
19th
+6
Ability Score Improvement
10
4
3
3
3
2
20th
+6
Perfect Self
11
4
3
3
3
2
Unarmored Movement:
In addition to regular benefits you can disengage as a bonus action.
Stunning Strike:
Starting at 2nd level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack. you can expend a spell slot of to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. If you expend a spell slot higher than 1st, the target takes an additional 1d6 damage for each slot above 1st to a maximum of 3d6.
Diamond Soul:
Beginning at 14th level, your mastery of the body grants you proficiency in all saving throws.
Perfect Self:
Not sure what to do here, as I dont really like their existing capstone. For a straight transformation though: At 20th level, when you roll for initiative and have no spell slots remaining, you regain 1 spell slot of 3rd level or lower.
Deflect Arrows
Level: 1
Casting Time: Special
Range: Self
Components: V, S
Duration: 1 round
Reaction trigger: You are hit by a ranged weapon attack.
You focus your energies into deflecting projectiles at the last second. Until the start of your next turn, you reduce the damage of all ranged weapon attacks by 2d10, including against the triggering attack. If you reduce the damage of the triggering attack to 0 and the fired ammunition is small enough to hold in one hand and you have one hand free, you can catch the projectile optionally make a ranged weapon attack with the piece of ammunition as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Flurry of Blows
Level: 2
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute (concentration)
You focus your inner power allowing you to unleash blows at lightning speed. Until the spell ends, whenever you take the attack action you can make two unarmed strikes as a bonus action.
Empty Body:
Level: 5
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
You become invisible and gain resistance to all damage.
1st level spell
Expedius Retreat
Feather Fall
Deflect Arrows
Detect Poison and Disease
Detect Good and Evil
Jump
Longstrider
Zephyr Strike
2nd level
Flurry of blows
Blur
Calm Emotions
Darkvision
Invisibility
Mirror Image
Enhance Ability
Protection From Poison
3rd Level
Life Transference
Magic Circle
Nondetection
Protection from Energy
Spirit Guardians
Tounges
4th level
Banishment
Stone Skin
Greater Invisibility
5th Level
Empty Body
Commune
Far Step
Mislead
Passwall
3 Mind and Body:
You learn the following spells at the levels indicated and they count as monk spells for you but do not count against your number of monk spells known.
3: Comprehend Languages, Zephyr Strike
5: Enhance Ability, Flurry of Blows
9: Nondetection, Revify
13: Diamond Soul, Freedom of Movement
17: Destructive Wave, Skill Empowerment
3 Wholeness of Body:
As written
6 Open Hand Technique
When you take the bonus action attacks provided from the flurry of blows spells... the rest as written.
11 Tranquility
As written
17 Quivering Palm:
You gain the ability lo set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike. you can expend a spell slot of third level or higher to start these imperceptible vibrations. which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action lo end them. To do so. you and the target must be on the same plane of existence. When you use this action. The creature must make a Constitution saving throw. If it fails. it is reduced to O hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
3 Shadow arts:
You learn the Minor illusion cantrip, and you learn the following spells at the levels indicated. They count as monk spells for you but do not count against your number of monk spells known.
3: Cause Fear, Silent Image
5: Pass without Trace, Darkness
9: Enemies Abound, Hunger of Hadar
13: Dimension Door, Shadow of Moil
17: Negative Energy Flood, Dense Macabre
3 Eyes of the night:
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
6 Shadow Step:
As written
11 Cloak of Shadows:
As written
17 Opportunist:
As written
3 Disciple of the Elements
You gain the following cantrips: Control Flames, Mold Earth, Gust, Shape Water and you learn the following spells at the levels indicated. They count as monk spells for you but do not count against your number of monk spells known.
3: Burning Hands, Earth Tremor, Thunderwave, Ice Knife
5: Scorching Ray, Gust of Wind, Maximilians Earthen Grasp, Snillocs Snowball Swarm
9: Fireball, Fly, Sleet Storm, Wall of Sand
13: Ice Storm, Storm Sphere, Wall of Fire, Stone Shape
17: Cone of Cold, Immolation, Control Winds, Wall of Stone
6 Elemental Fury
Immediately after casting a spell gained from Disciple of the Elements you can make an unarmed strike as a bonus action.
11 Fist of Thunder
You shroud your fists in the elements and harness them. Whenever you make an unarmed strike you can choose lighting, thunder, fire or cold as the damage type instead of bludgeoning.
17 Primoridal Mastery
You can cast one of Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind without expending a spell slot. Once you have done so you cant do it again until you finish a long rest.