Base Class: Monk
Way of the Arcane Monk.
Spellcasting ability
Wisdom is your spellcasting ability.
Spell Save DC= 8 + your proficiency bonus + your wisdom modifier
Spell Attack modifier= your proficiency bonus + your wisdom modifier
The monk is able to cast any unarmed attack spell without a spell focus and/or material components that don't require materials with any monetary worth.
3rd Lv. Arcane Martial Artist
Gain proficiency in Arcana skill and gain advantage on any perception checks that are magical in nature.
The monk gains the Prestidigitation and the Arcane Blow cantrips.
Arcane Blow- Level= Cantrip Casting Time= 1 Action Range/Area= 5 Feet Components= S Duration= Instantaneous
School= Evocation Attack/Save= Melee Damage/Effect= Magical Bludgeoning
Pure magical energy envelopes your unarmed strikes. Make an unarmed melee spell attack against a target. On a hit, The target takes 1d8 + spellcasting modifier magical bludgeoning damage. On a hit perform the shove action against the target.
The spell creates more than one blow when you reach higher levels. Lv. 5= two blows, Lv. 11= three blows, Lv. 17= four blows. You can direct the blows at the same target or at different targets. Make a seperate unarmed attack roll for each blow.
When the monk uses any melee spell that deals any bludgeoning damage, then the monk can trigger either its flurry of blows ability, step of the wind, or patient defense feature. (The monk still needs to spend the necessary ki points in order to trigger these monk features.)
The monk can use its Wisdom instead of Strength for any Long Jumps or High Jumps the monk makes.
You are able to spend 1 ki point in order to cast the Jump spell as a bonus action. You are only able to target yourself with this spell and you may cast this spell without needing to spend any material components or spell slots.
6th Lv. Arcane Body
Arcane Eye- By spending 3 ki points, the monk can cast the Arcane Eye without any material components or spell slots. Your monk becomes blinded while the spell is active but is able to see through magical darkness through the eye at will and the eye can be controlled and moved by the monk on their turn using their free action. At level 12, by spending 6 ki points to cast this spell the eye's vision expands to 60 feet and gains truesight up to 15 feet.
Deflect Magic- Your Deflect Missile feature can now be used on any ranged spell attack that targets you. If you are able to reduce the spell's damage to 0, you may regain a number of spent ki points equal to the ranged spell's attack level (example: regain 1 ki point for a level 1 ranged spell attack).
11th Lv. Arcane Monk
Arcane Step- When you use your reaction for your Monk's slow fall feature you are able to hover in place until the end of your next turn instead of falling and you can use this feature whenever you perform the Jump movment. By spending a Ki Point, once per turn you are able to form a solid foothold of magic underneath your feet that you can use to perform High Jump or Long Jump without needing to expend 10 feet of movement before performing a full distance jump. By performing the shove action against a creature or object while you are hovering you can move a maximum number of feet away from the shoved target equal to your wisdom modifier multiplied by 5 (this movement is treated as forced movement and does not count towards your total movement speed). At 14th level, you can perform a jump twice per turn instead of one and three times at 17th level.
Flurry of Arcane Blows- Components- V, S. You release a 30 ft. sphere of force energy centered from yourself. Choose up to 5 targets in range of the sphere. You teleport up to your monk's melee attack range for each target and make an unarmed melee spell attack against each target (can not target a creature multiple times with this ability). On a hit, a target takes 6d10 magical bludgeoning damage. After the monk makes its final melee spell attack against a target the monk can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. You can use this feature up to half your monk's proficiency bonus (rounded down) before needing to take a long rest to regain all uses.
17th Lv. Archon Transformation
Once per long rest you can transform into a being of pure arcane energy. Your Transformation lasts 1 minute and you gain the following benefits.
You gain 50 temporary hit points. If any of these hit points remain when the spell ends , they are lost.
You gain advantage on all melee and melee spell attacks and you take no half damage from spell attacks.
You can add your wisdom modifier to all melee attacks, unarmed attacks, natural weapon attacks, and spell attacks that deal magical bludgeoning damage.
You have proficiency with Constitution and Wisdom saving throws.
Once while Archon Transformation is active you can cast the Disintegrate spell as a ranged spell attack instead of a Dexterity Saving Throw.
Whenever Archon Transformation ends your monk gains 2 levels of exhaustion each time. Exhaustion can only be removed by either a wish spell removing 2 levels of exhaustion for each casting of the wish spell, casting the Archon Transformation again, or taking a long rest in order to remove one level of exhaustion and can not be removed any other way.
You can spend 17 ki points to cast Archon Transformation again, gaining an additional 2 levels of exhaustion at the end of each duration of this feature. When the monk acquires 6 levels of exhaustion at any point while using this feature, then the monk instantly dies turning into dust along with any non magical items that the monk is wearing or carrying. There is no spell or feature that can prevent you from dying due to this effect. The monk can only be restored back to life from this effect only by means of a true resurrection or a wish spell.
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