Way of the Weavemold

Spellcasting
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 -- -- --
4th 2 4 3 -- -- --
7th 2 5 4 2 -- --
8th 2 6 4 2 -- --
10th 3 7 4 3 -- --
11th 3 8 4 3 -- --
13th 3 9 4 3 2 --
14th 3 10 4 3 2 --
16th 3 11 4 3 3 --
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Weavmold Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuation and necromancy spells on the wizard spell list.

The Spells Known column of the Weavemold Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuation or necromancy spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuation or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Wise Spellweaver

Your monk training strengthens your spellcasting. You can spend 1 ki point to cast a Weavemold spell with a casting time of one action as a bonus action. Whenever you cast a Weavemold spell, you add a bonus equal to your Wisdom modifier (minimum of +0) to your spellcasting attack bonus and save save DC.

You also gain expertise in the Arcana skill. When exposed to a spell or other magical effect, you can peek directly into the weave, making an Arcana (Wisdom) check contested by the caster's Save DC at time of casting to determine the spell's effect (If the effect doesn't have an associated DC, use a DC of 20).

Deflect Magic

Starting at 6th level, you can use your reaction to deflect or catch magical energy when you are hit by a ranged spell attack or must make a saving throw against a spell that targets you (being caught in the area of effect from a spell doesn't contain enough magical energy for you to use this feature). When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can catch the energy of the spell if you have at least one hand free and may choose to either unleash or store the energy as part of the same reaction. If you unleash the energy, you may spend 2 ki points to make a ranged spell attack against a creature within 20 feet. On a hit, the target takes damage equal to your martial arts die plus your Wisdom modifier of the same type as the spell. If you store the energy, you instead regain 1 ki point.

Elemental Fists

Starting from 11th level, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the next ten minutes after you choose this, you deal an additional 1d4 damage of the chosen type in addition to the normal damage of your unarmed strike or monk weapon. You regain this ability at the end of a long rest or after spending 3 ki points to regain it.

Master of the Weave

From 17th level, you can spend 5 ki points to cast the Antimagic Field spell, requiring no components. Your monk training grants you superior control over the antimagic field, allowing you to cast spells while inside the field. When you cast the spell you can designate a number of magical items up to your wisdom modifier (minimum of 1) that retain their magical properties within the field. These items do not need to be held or carried by you.