Monk
Base Class: Monk

As a Monk of the Way of the Arcane Warrior, you can imbue yourself with magical properties that can either heal you or deal damage to your foes. 

Arcane Fists

You gain proficiency in the Arcana skill if you don't have it already. If you do, You can choose any other skill to add this proficiency to instead. When you use your Flurry of Blows feature, you may spend 1 additional Ki point to imbue your fists with arcane magic, causing each of these attacks to deal extra damage equal to your martial arts die. You choose the damage type from this list: Fire, Cold, or Lightning. You can only choose one of these damage types per turn. 

Starting at 7th level, you may also choose the Radiant, Necrotic, or Thunder damage types.

Arcane Aura

At 6th level, you gain the ability to unleash a burst of arcane energy to damage all foes close to you. As an action on your turn, you may spend 3 Ki points. If you do, all creatures within 10 feet of you must succeed on a Wisdom saving throw or take damage equal to 2 rolls of your martial arts die, or half as much on a success. This damage is Radiant or Necrotic (your choice, but all creatures must take the same type of damage). If a creature fails the saving throw by 5 or more, they are knocked prone. To calculate the DC, you use the Ki point save DC described on page 78 of the PHB: 8 + your proficiency bonus + your Wisdom modifier (minimum of 1).

Arcane Healing

Beginning at 11th level, you can enter a meditation that surrounds you with a magical aura. If you do this for a minute without being interrupted, you regain hit points equal to your level + your proficiency bonus + your Wisdom modifier (minimum of 1), and you may spend a maximum of two hit dice. You cannot use this feature again until you have finished a long rest. 

Arcanum Pulse

At 17th level, you gain the ability to pulse your Ki into a single attack. You expend 3 Ki points to deal force damage to an enemy equal to your level + your proficiency bonus + your Wisdom modifier (minimum of 1) + your Dexterity modifier (minimum of 1). This attack cannot miss. After doing this, you end your turn if in combat. You cannot use this feature again until you have finished a short or long rest OR until you have successfully used your Arcane Healing ability. 

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