Monk: Difference between revisions

1,339 bytes added ,  15:37, 15 December 2022
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'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A Druidic Focus<br>
'''Spellcasting Focus.''' A Druidic Focus<br>
'''Spell Learning Method.''' You start knowing 3 Spells from the Shaman Spell List, two of which must be from the Evocation or Transmutation Schools. You learn additional Spells from the Shaman Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic. When you cast a Spell, you must spend Ki Points to do so. The number of Ki Points spent to cast a Spell is equal to 1 + the Spell's Level.
'''Spell Learning Method.''' You start knowing 3 Spells from the Shaman Spell List, two of which must be from the Evocation or Transmutation Schools. You learn additional Spells from the Shaman Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic. When you cast a Spell, you must spend Ki Points to do so. The number of Ki Points spent to cast a Spell is equal to 1 + the Spell's Level. The maximum Spell Level you can cast Spells at with this feature is shown in the Spell Level column in the following table.


{| class="wikitable"
{| class="wikitable"
|+ Spells Known and Spell Level Available per Level
|+ Spells Known and Spell Level per Level
|-
|-
! Level !! Cantrips Known !! Spells Known !! Spell Level Available
! Level !! Cantrips Known !! Spells Known !! Spell Level
|-
|-
| 3rd || 2 || 3 || 1st
| 3rd || 2 || 3 || 1st
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==== Elemental Attunement ====
==== Elemental Attunement ====
''3rd Level Way of the Raging Elements Feature''<br>
''3rd Level Way of the Raging Elements Feature''<br>
You empower your use of the elemental power of shamanic magic. At the end of a Long Rest choose one of the following Damage Types: Acid, Cold, Fire, Lightning, or Thunder. Until the end of your next Long Rest, when you deal Damage of the Type you chose, you treat a 1 on the Damage die as a 2.<br>
You empower your use of the elemental power of shamanic magic. At the end of a Long Rest choose one of the following Damage Types: Acid, Cold, Fire, Lightning, Poison, or Thunder. Until the end of your next Long Rest, when you deal Damage of the Type you chose, you treat a 1 on the Damage die as a 2.<br>
As you reach certain Levels in this class you can choose additional Damage Types at the end of every Long Rests. These additional Damage Types follow the rules of this feature. You can choose 1 additional Damage Type at 6th Level (2 total), 2 additional Damage Type at 11th Level (3 total), and 3 additional Damage Types at 17th Level (4 total).
As you reach certain Levels in this class you can choose additional Damage Types at the end of every Long Rests. These additional Damage Types follow the rules of this feature. You can choose 1 additional Damage Type at 6th Level (2 total), 2 additional Damage Type at 11th Level (3 total), and 3 additional Damage Types at 17th Level (4 total).
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==== FEATURE ====
==== Furious Elements ====
''6th Level Way of the Raging Elements Feature''<br>
''6th Level Way of the Raging Elements Feature''<br>
FEATURE
When you make an Attack using a Monk Weapon, you can replace the Damage Type dealt by that Attack with a Damage Type you chose with your Elemental Attunement feature.<br>
Additionally, when you deal Damage of a Type you chose with your Elemental Attunement feature, you can ignore Resistance to that Damage Type.
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==== FEATURE ====
==== Elemental Conditioning ====
''11th Level Way of the Raging Elements Feature''<br>
''11th Level Way of the Raging Elements Feature''<br>
FEATURE
When you deal Damage of a Type you chose with your Elemental Attunement feature to a creature, you can force it to make a Constitution Saving Throw against your Ki Save DC. On a failed Save a creature gains a Condition based on the Damage Type dealt as follows until the start of your next turn:
*If you dealt Acid Damage, the target is Dazed until the start of your next turn.
*If you dealt Cold Damage, the target is Slowed until the start of your next turn.
*If you dealt Fire Damage, the target is Blinded until the start of your next turn.
*If you dealt Lightning Damage, the target is gains 1 Level of Exhaustion until the start of your next turn.
*If you dealt Poison Damage, the target is Poisoned until the start of your next turn.
*If you dealt Thunder Damage, the target is Deafened until the start of your next turn.
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==== FEATURE ====
==== FEATURE ====
''17th Level Way of the Raging Elements Feature''<br>
''17th Level Way of the Raging Elements Feature''<br>
FEATURE
When you cast a Spell using Ki, you only spend Ki Points equal to the Spell's Level.
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