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User Creation
Source: Rlyehable
Date Created: 2019-08-13
Status: 1st Draft


Way of the Open Mind is a monastic tradition of the Monk class.

Way of the Open Mind

Some monks follow the path of the divine. These monks are devoted to a Deity or Divine Domain. They empower their prayer and meditation with ki. This grants them the ability to cast cleric spells and embody holy energy.  

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See spellcasting and way of the open mind spells.

Way of the Open Mind Spellcasting Table

Monk
Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st 2nd 3rd 4th
3rd 3 3 2
4th-6th 3 4 3
7th 3 5 4 2
8th-9th 3 6 4 2
10th 4 7 4 3
11th-12th 4 7 4 3
13th 4 9 4 3 2
14th-15th 4 10 4 3 2
16th-18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Cantrips

You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

After finishing a long rest, you gain spell slots. The Way of the Open Mind Spellcasting Table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and 2nd-level spell slot available, you can cast cure wounds using either slot.

The any remaining spell slots are lost when you finish the next long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice from cleric spell list.

The Spells Known column of the Divine Path Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells of your choice 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. These spells may not have a damage roll.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another, non-damaging, spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it may not have damage dice.

Divine Path Spells

See Way of the Divine Path Spells

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated prayer and meditation. 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 cleric 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 

Destroy the Unholy

Starting at 6th level, as an action, you expend two ki points and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw (same DC as if you were casting a spell). If such a creature fails the save, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Unholy table.

Destroy Unholy
Monk Level Destroys Fiends and
Undead of CR ...
6th 1/2 or lower
9th 1 or lower
12th 2 or lower
15th 3 or lower
18th 4 or lower

If the fiend or undead fails the save, but is of a high enough CR that it is not destroyed, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action. 

Empowered Healing

Starting at 11th level, when you cast a healing spell of 1st level or higher, you may spend 2 ki points to add your proficiency bonus to the number of hit points gained. 

Banishment

Beginning at 17th level, you may spend 3 ki points and use an action to cast banishment without spending a spell slot. Once you do so, you may not use this feature again until you finish a long rest.

Sources


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