Base Class: Monk
Arcane Spellcasting -
Fist of Energy - Add elemental damage to strikes
Arcane Fist - Cast touch spell and deliver as part of unarmed attack
Spellcasting
(Adapted from http://dnd5e.*******.com/fighter:eldritch-knight)
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 Eldritch Knight 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield 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 abjuration and divination spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. At least half your spells must come from the abjuration and divination schools.
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 keep at least half your spells being from the abjuration and divination schools.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through discipline and memorization. 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 wizard 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
Fist of Energy
By spending 1 Ki point the monk may add 1d4 Fire or Electrical energy to all Unarmed or monk weapon attacks for 1 round. At 12th level this improves to 1d6 damage and at 18th level it improves to 1d8 damage. This may only be done once per turn.
Arcane Fist
Beginning at 11th level an enlightened fist can spend a KI point and use a bonus action to cast a spell. When they do instead of the spell's range, area, attack or save the spell will affect the next target hit by the monk's unarmed attack in that round. If no target is hit by the monk within that round an additional KI point must be spent to hold the spell for an additional round or the spell will dissipate for no effect. Only one spell may be held at one time.
Orichalcum Spirit
At 17th level an Enlightened Fist gains advantage for all saves vs spells.
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