Way of Hermeticism
Acting as ascetic priests, monks of the Way of the Hermeticism tend to spiritual matters. They follow religious tenants, and serve as spiritual guides. Many hermetacists are hermits, preferring solitude to hone their supernatural powers, but some congregate in temples neat sacred sites, serving as guards and guides.
Way of Hermeticism Features
|Monk Level||Feature||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
|3rd||Spellcasting, Bonus Proficiency||2||3||2||—||—||—|
3rd-level Way of the Hermeticsim feature
You can channel your spirit to cast cleric spells.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots. The Way of Hermeticism Spellcasting table shows how many slots you have to cast your cleric spells. To cast one of your cleric spells of 1st level or higher, 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 sanctuary and have a 1st-level or 2nd-level spell slot available, you can cast sanctuary using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and transmutation spells on the cleric spell list.
The Spells Known column of the Way of Hermeticism Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or transmutation 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 cleric spells you know with another 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 must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Wisdom is your spellcasting ability, since you learn your spells through discipline and devotion. 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
Multiclassing. If you have two or more classes with the spellcasting feature, add one third your monk level to determine how many spell slots you have. The spells you know or can prepare follow the rules for each of your classes.
3rd-level Way of the Hermeticsim feature
You gain proficiency in the Arcane, Nature, or Religion skill (your choice).
6th-level Way of the Hermeticsim feature
When you cast a cleric spell with a casting time of 1 action, you can make one unarmed strike as a bonus action. If this attacks hits a creature, you can add one roll of your martial arts die to one Constitution saving throw to maintain concentration you make. The save must be made within the next minute.
11th-level Way of the Hermeticsim feature
Through a powerful resolve, you can respond to an attack in an instant. When you are hit by an attack from a creature, you can use your reaction to cast a cleric spell you know from this class with a casting time of 1 action that targets either only you or only the creature that attacked you, provided it is within range of the spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
17th-level Way of the Hermeticsim feature
When you use Flurry of Blows, you can replace one of the unarmed strikes with a casting of one of your cleric cantrips that has a casting time of an action.