Just a final note: Unparalelled agility seems sort of weak until you realize its basically a +5 to Initiative as well.

Here's what I want to hear from the readers... What are your opinions on:

Not going to go through all the math here but SL2 spells with flurry at lvl 5 are pretty comparable as well. Past that, the monk is high enough level + ki cost that I think its justified.

Still, this wouldn't be all that good if it weren't balanced. Assuming an optimized subclasses-less monk, you have a maximum damage of 18.5 damage. If you gesture cast you have 7.5 damage from attacks and if they fail their saving throw again the most damaging spell results in 11.5 damage.

Why do I want to make a spellcasting monk? Well, because spells are an excellent repository of damage + effects that are already balanced and put into neat little categories based on power level (spell level). I could write up a bunch of pseudo-spell effects -- but that's what the 4 -elements redux does and its good enough already.

To summarize, this is a spellcasting monk that uses nerfed attacks (called gesture) to attack. A gesture is weaker than an attack, and if you convert enough attacks into geestures you can cast a spell.

I'm actually pretty proud of this one. While it looks initially kind of complex, it has a novel spellcasting system that takes just a couple sentences to explain, still allows you to do all the cool monk stuff you want like (flurry, stunning strike), and ties into a great trope. If you wanted to cast spells like those ninja's in naruto or in Full Metal Alchemist - this one's for you.

Here is a list of WIP titles for the monk subclasses to come, as well as general design notes. Feel free to tell me if one in particular interests you and I can bump it up the release schedule. Most monks will require some polish before I'll show them off but I should be able to accommodate requests.

Hey guys, here's whats up. I will be releasing a bunch of monks, usually about once per day. Most of them are already mostly done, but I want some feedback on them before I make them into a compendium. Depending on feedback/popularity I'll work on polishing and reworking the best ones and wrapping them up with nice art into a compendium.











































Way of the Constellations

Monks of the Constellations are unique in that they develop a variation of spellcasting that requires them to make contact with other people's Ki lines and form complex patterns with their hands and bodies. While this type of spellcasting is a little less reliable than conventional spellcasting, Constellation monks can cast a near limitless number of spells as long as they manage their Ki.

Gesture Casting

At 3rd level, you learn a special melee weapon attack, a Gesture, which is an unarmed strike that does 1d4 bludgeoning damage. You don't add your ability modifier to the damage of a Gesture, unless that modifier is negative.

After you attack with a Gesture twice, you can choose for your next Gesture before the end of your turn to Gesturecast a spell. For each additional Gesture you make before you Gesturecast you can increase the spell level by one. You don't need a target to make an attack with a gesture.

When you Gesturecast a spell, the spell can only effect the creature you hit with the unarmed strike. That creature has disadvantage on its first saving throw made against the spell.

Preparing and Casting Spells

You can only Gesturecast spells that come from the wizard spell list, and only if the spell requires the target of the spell to make a dexterity, strength or constitution saving throw. You prepare the list of wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Wisdom modifier + half your monk level, rounded down (minimum of one spell). The Spells must be of a level for which you can Gesturecast.

You can change your list of prepared Spells when you finish a Short Rest. Preparing a new list of wizard Spells requires time spent enhancing the Ki lines involved in casting the spell: at least 1 minute per Spell Level for each spell on your list.











































Spellcasting Ability

Wisdom is your spellcasting ability for your Gesturecasted spells, since your power derives from the power of your Ki. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Ki save DC as your saving throw DC for a Gesturecast spell.

Spellcasting Focus

Gesturecasting ignores material components but requires both hands free for somatic components. During your short and long rests, you must inhale burned incense in value equal to that of the material components of spells that consume material components--else lose your casting ability until you do.

Ki Projection

At level 6, you concentrate on ionizing the space in front of you with Ki lines, increasing the range of your casting. Before you make the final Gesture to cast a spell, you can spend one additional Ki to make a Gesturecasted area of effect spell target all creatures in area 15 feet long and 5 feet wide in a direction you choose.

Rites of the Gesticulating

At level 11, you learn one spell at 3rd level or lower from the wizard spell lists that you can cast as a ritual.

When you use your flurry of blows feature, you can use one additional Ki and make three unarmed strikes as long as they are all gestures.

Unparalleled Agility

At level 17, you can add your proficiency bonus to any dexterity ability check you make that doesn't already include your proficiency bonus.

When you use your flurry of blows feature, you can use two additional Ki and make four unarmed strikes as long as they are all gestures.