Monk
Base Class: Monk

Monks who follow the Way of the Arcane Fist blend martial discipline with the raw essence of magic. Rather than studying spellbooks or forming pacts, these monks shape the Weave instinctively through precise motion, focused breath, and mastery of ki. Their training teaches them to defend against spells with the same ease as arrows, teleport in a blink, and unravel magical effects with a single strike.

To outsiders, their abilities seem like sorcery—but practitioners insist their power comes from harmony, not arcana. They view magic as another form of motion and energy, one that can be redirected, disrupted, or amplified through perfect control. In battle, an Arcane Fist moves like a flicker of violet light—blurring through space, striking with force that bends reality, and leaving spellcasters unsure whether they face a monk, a mage, or something in between.

Arcane Guard

You learn to infuse your movements with arcane force, enhancing your mobility, defenses, and ability to redirect magical attacks.

Arcane Deflection: You can use Deflect Missiles against ranged spell attacks as well as ranged weapon attacks.
When you reduce the damage of a ranged spell attack or a ranged weapon attack to 0, you may spend 1 ki point to redirect it.
Make a ranged attack using your monk attack modifier, with the attack’s original range. On a hit, the target takes the damage of original spell. You can redirect only one projectile from an attack that fires multiple projectiles.

Mystic Step: When you use Step of the Wind, you can teleport up to 20 feet to an unoccupied space you can see. This teleportation occurs as part of the same bonus action and does not replace Step of the Wind’s normal effects.

Spellguard Defense:When you use Patient Defense, arcane energy surrounds you. Until the start of your next turn you gain a +2 bonus to AC

Arcane Imitation

Your ki expresses itself as minor arcane talents and techniques.

Arcane Training: You gain proficiency in the Arcana skill and learn the Mage Hand and Prestidigitation cantrips. Wisdom is your spellcasting ability for these cantrips.

Arcane Techniques: You learn two Arcane Techniques of your choice. You learn additional techniques at 6th level, 11th level and 17th level. Unless otherwise stated, using a technique costs 1 ki point.

Arcane Technique Options:

  • Detect Aura. As an action, you recreate the effects of detect magic for 10 minutes.
  • Longstride. As a bonus action, your speed increases by 10 feet for 1 hour.
  • Force Movement. As a bonus action you can forcefully displace your opponents. A creature or object within 15 feet must succeed on a Strength saving throw or take force damage equal to your Martial Arts die and be moved 10 feet in any direction.
  • Arcane Anchor. As a reaction when a creature you can see would be moved against its will, you prevent that movement and reduce any fall damage they take to 0.
  • Flicker Sight. As an action, your eyes briefly attune to arcane vibrations. For 1 minute, you gain darkvision to 60 feet, or extend your existing darkvision by 30 feet, and you can see invisible creatures or objects within 10 feet as faint outlines.
  • Arcane Glide. As a bonus action, you can hover a few inches above the ground for 1 minute. During this time, you ignore difficult terrain and your movement does not trigger pressure plates, caltrops, or similar ground-based hazards.

 

Arcane Anchor

As a reaction when a creature you can see would be moved against its will, you prevent that movement and reduce any fall damage they take to 0.

Arcane Glide

As a bonus action, you can hover a few inches above the ground for 1 minute. During this time, you ignore difficult terrain and your movement does not trigger pressure plates, caltrops, or similar ground-based hazards.

Detect Aura.

You recreate the effects of detect magic for 10 minutes.

 

Flicker Sight

Your eyes briefly attune to arcane vibrations. For 1 minute, you gain darkvision to 60 feet, or extend your existing darkvision by 30 feet, and you can see invisible creatures or objects within 10 feet as faint outlines.

Force Movement

A creature or object within 15 feet must succeed on a Strength saving throw or take force damage equal to your Martial Arts die and be moved 10 feet in any direction.

Longstride

As a bonus action, your speed increases by 10 feet for 1 hour.

Spellbreaker

You can unravel magic with precise strikes and reactive interference.

Dispelling Strike: When you hit a creature with an unarmed strike, you may expend up to 5 ki points to attempt to end a spell affecting it, functioning as dispel magic.
Your dispel level equals to the ki spent (1 ki = 1st level, 2 ki = 2nd, 3 ki = 3rd etc).

Counterstrike: When a creature you can see and within 5 feet of you casts a spell, you may use your reaction to make an unarmed strike. Whether the attack hits or misses, you may spend 3 ki points to attempt to interrupt the spell as if using counterspell at 3rd level. If the attack hits, you have advantage on the WIS ability checks to interrupt higher-level spells. 

Greater Arcane Techniques

Your mastery over arcane force expands.

You learn two Greater Arcane Techniques of your choice.
You learn an additional technique at 17th level.

Greater Arcane Technique Options

  • Arcane Ward (2 ki). As a bonus action, gain 15 temporary hit points and resistance to force damage for 1 minute as well as all benefits you would recieve from your Patient Defense feature.
  • Phase Step (2 ki). As a bonus action, you step into the Ethereal Plane until the start of your next turn. While ethereal, you can move through creatures and objects, treating their space as difficult terrain.
  • Force Dome (3 ki). As an action, create a 10-foot-radius dome of shimmering force for 1 minute. Attacks originating outside the dome against creatures inside have disadvantage. The dome does not block movement.
  • Gravity Lash (2 ki). As an action, a creature within 30 feet must succeed on a Strength saving throw or be pulled 15 feet toward you and have its speed reduced to 0 until the start of your next turn.
  • Ki Breach (3 ki). As a bonus action, you enter a brief combat trance until the end of your turn, granting one extra unarmed strike when you take the Attack action. During this trance, your unarmed strikes ignore resistance and treat immunity as resistance.
  • Greater Arcane Ward (4 ki). As a bonus action, gain 20 temporary hit points and advantage on saving throws against spells for 1 minunte. Minimum level requirement is 17
Arcane Ward (2 ki)

As a bonus action, gain 15 temporary hit points and resistance to force damage for 1 minute. While using Patient Defense, your AC increases by an additional +1.

Force Dome (3 ki)

As an action, create a 10-foot-radius dome of shimmering force for 1 minute. Attacks originating outside the dome against creatures inside have disadvantage. The dome does not block movement.

Gravity Lash (2 ki)

As an action, a creature within 30 feet must succeed on a Strength saving throw or be pulled 15 feet toward you and have its speed reduced to 0 until the start of your next turn.

Greater Arcane Ward (4 ki)

As a bonus action, gain 20 temporary hit points and advantage on saving throws against spells. 

Ki Breach (2 ki)

Until the end of your turn, your unarmed strikes ignore all resistance and treat immunity as resistance.

Phase Step (2 ki)

As a bonus action, teleport up to 30 feet. You may move through creatures (but not objects) until the end of your turn, treating them as difficult terrain.

Arcane Ascendance

Your mastery of arcane power allows you to unleash devastating force and unravel magic effortlessly.

Arcane Obliteration: When you hit a creature with an unarmed strike, you may expend up to 5 ki points to release obliterating arcane energy.
The target must make a Dexterity saving throw against your ki save DC. On a failed save target takes (ki points spent) × (d12 + WIS) force damage. On a successful save target takes half damage. A creature reduced to 0 hit points by this damage is disintegrated, leaving behind only equipment.

Perfect Spellbreaker: You have mastered the art of dismantling magic. When you use Dispelling Strike, you can spend 1 ki point to automatically end any spell of 6th level or lower affecting the target; for higher-level spells, you may make a Wisdom ability check to end them as normal.

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