Way of the Weave for 5E D&D

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Way of the Weave for 5E D&D 2/3/2019 The Homebrewery - NaturalCrit Way of the Weave for 5e D&D (Monastic Tradition) Created by Scott Sampson Youtube: Scontent Twitter: @PokeMasterScott DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Sampleand other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Scott Sampson and published under the Community Content Agreement for Dungeon Masters Guild. https://homebrewery.naturalcrit.com/print/B1-F8fmTmN?dialog=true 1/2 2/3/2019 The Homebrewery - NaturalCrit Way of the Weave (Monastic Tradition) he Weave is a fabric of magic that underlies Weave-Infused Ki the planes and is arguably the source of power Starting at 11th level, you can transform your ki points into for all arcane magic. Monks of the Way of the one spell slot as a bonus action on your turn. The created Weave have, through their manipulation of ki, spell slots vanish at the end of a long rest. The Creating Spell discovered how to tap into the Weave and Slots table shows the cost of creating a spell slot of a given channel its energy to cast spells. level. You can create spell slots no higher in level than 4th. TWhile many monks use this deep understanding of the Weave to explore the secrets of the multiverse, some Way of Creating Spell Slots the Weave monks choose to wield this arcane power against Spell Slot Level Ki Point Cost their foes. 1st 2 2nd 3 Spellcasting When you reach 3rd level, you gain the ability to cast spells 3rd 5 from the sorcerer spell list. 4th 6 Cantrips. You learn two cantrips of your choice from the sorcerer spell list. At 10th level you learn another cantrip from the sorcerer spell list. Spell Strike Starting at 17th level, when you hit another creature with a Spell Slots. The Way of the Weave Spellcasting table melee weapon attack, you can spend a number of ki points shows how many spell slots you have to cast your spells of equal to the amount shown on the Creating Spell Slots table 1st-level and higher. To cast one of these spells, you must to cast a spell of the corresponding level. You do not need to expend a slot of the spell's level or higher. You regain all expend a spell slot to do this. expended spell slots when you finish a long rest. The struck creature serves as the point of origin for the Spells Known of 1st-Level and Higher. You know three spell. The target automatically fails the saving throw for the 1st-level sorcerer spells of your choice, two of which must be spell, if it has one, but any other creature that would be from the evocation or transmutation spells on the sorcerer effected by the spell is entitled to the appropriate saving spell list. throws. The Spells Known column of the Way of the Weave Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an Way of the Weave Spellcasting evocation or transmutation spell of your choice and must be –Spell Slots per Spell Level– of a level for which you have spell slots. For instance, when Monk Cantrips Spells you reach 7th level in this class, you can learn one new spell Level Known Known 1st 2nd 3rd 4th of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come 3rd 2 3 2 — — — from any school of magic. 4th 2 4 3 — — — Whenever you gain a level in this class, you can replace one 5th 2 4 3 — — — of the sorcerer spells you know with another spell of your 6th 2 4 3 — — — choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an 7th 2 5 4 2 — — evocation or transmutation spell, unless you're replacing the 8th 2 6 4 2 — — spell you gained at 8th, 14th, or 20th level. 9th 2 6 4 2 — — Spellcasting Ability. Wisdom is your spellcasting ability 10th 2 7 4 3 — — for your sorcerer spells, since you learn your spells through repeated meditation and enlightenment. You use your 11th 3 8 4 3 — — Wisdom whenever a spell refers to your spellcasting ability. 12th 3 8 4 3 — — In addition, you use your Wisdom modifier when setting the 13th 3 9 4 3 2 — saving throw DC for a sorcerer spell you cast and when 14th 3 10 4 3 2 — making an attack roll with one. 15th 3 10 4 3 2 — Spell save DC = 8 + your proficiency bonus + 16th 3 11 4 3 3 — your Wisdom modifier Spell attack modifier = your proficiency bonus + 17th 3 11 4 3 3 — your Wisdom modifier 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 Flurry of Spells 20th 3 13 4 3 3 1 At 6thSample level, when you can use your action to cast a cantrip, file you can make one unarmed strike as a bonus action. Additionally, immediately after you use your action to cast a cantrip on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. https://homebrewery.naturalcrit.com/print/B1-F8fmTmN?dialog=true 2/2.
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