Base Class: Monk
Warriors of the Eldritch Fists are the monks who signed their life to their goals. They are the most dedicated of the monks- but not by choice. Warriors of the Eldritch Fists have signed a pact with a being of great power, much similar to warlocks, and it allows them new abilities that expand upon their already impressive physical attributes with an arcane twist.
Level 3: Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:
- The Archfey
- The Fiend
- The Great Old One
- The Undying
- The Celestial
- The Hexblade
- The Fathomless
- The Genie
- The Undead
The patron you assign yourself to affects abilities you will get in the future.
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
The Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron’s kind or determine it randomly, using the Genie Kind table.
Your patron also gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object that can be used for future abilities. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.
Genie’s Vessel
| d6 | Vessel |
|---|---|
| 1 | Oil Lamp |
| 2 | Urn |
| 3 | Ring with a compartment |
| 4 | Stoppered bottle |
| 5 | Hollow statuette |
| 6 | Ornate lantern |
The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
The Hexblade
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
The Undead
You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Level 3: Pact Magic
Also at 3rd level, you augment your combat techniques with the ability to cast spells. As an Eldritch Fists Monk, you may use your body as a spellcasting focus should you wish.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Eldritch Fists Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Level 3: Eldritch Flicker
When you use your Unarmed Strike, you may expend 1 Focus Point to either add your spellcasting modifier to the damage or to inflict an effect that is dependent on the patron you selected.
Eldritch Flicker - Archfey
Using this feature allows you to utilize the fey's connection with dreams, causing the opponent to fall asleep. On a failed Wisdom saving throw, the target drops unconscious until either 1 minute has passed, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Eldritch Flicker - Celestial
Channeling your patron's celestial nature allows you to change your unarmed strike damage to Radiant damage.
Eldritch Flicker - Fathomless
When you strike a creature with your Eldritch Flicker, you may summon a spectral tentacle within 5ft. of the target. After you create the tentacle, you can make a melee spell attack against two creatures within 10 feet of it as a bonus action. On a hit, the target takes 1d8 cold damage. This damage increases to 2d8 at character level 10.
Eldritch Flicker - Fiend
Channeling your patron's fiendish nature allows you to change your unarmed strike damage to Fire damage.
Eldritch Flicker - Genie
After using your Eldritch Flicker you can retreat into your Genie's Vessel, which remains in the space you left. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave.
If you spend your bonus action to leave the vessel, you may use one focus point to make a Flurry of Blows attack on the same turn.
Eldritch Flicker - Great Old One
Your patron's true nature is beyond the comprehension of most mortals, allowing you to change the damage of your unarmed strike to Psychic damage.
Eldritch Flicker - Hexblade
Using this ability allows you to add your proficiency bonus to the roll for the unarmed strike you are augmenting. In addition, the attack roll is a critical hit on a roll of 19 or 20 on the d20.
Eldritch Flicker - Undead
Your pact with your patron allows you to strike fear into the hearts of your enemies. The target must roll a Wisdom saving throw against your Spell Save DC or become Frightened of you until the end of your next turn.
Eldritch Flicker - Undying
Your pact with your patron grants you an expanded mortality. When you use this ability, you gain Temporary Hit Points equal to half the amount of damage the unarmed strike dealt.
Level 6: Souvenir of the Self
Your patron grants you another gift of your choosing.
- Souvenir of the Warrior
- You can expend a focus point to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- The pact weapon can be used as a substitute for your unarmed strikes for the purposes of using Eldritch Flicker and any future Warrior of the Eldritch Fists abilities.
- Souvenir of the Trainer
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
- You can use your bonus action to swap places with your familiar a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
- Souvenir of the Mage
- You learn 3 extra cantrips from any class's spell list that you can cast at will. They do not count against your spells known.
- You can spend 1 focus point to regain a spell slot, or 1 spell slot to regain a focus point, per bonus action, or in place of an attack of opportunity.
Souvenir of the Mage
Your patron grants you enhanced magical abilities.
- You learn 3 extra cantrips from any class's spell list that you can cast at will. They do not count against your spells known.
- You can spend 1 focus point to regain a spell slot, or 1 spell slot to regain a focus point, per bonus action, or in place of an attack of opportunity.
Souvenir of the Trainer
Your patron grants you enhanced companionship.
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
- You can use your bonus action to swap places with your familiar a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Souvenir of the Warrior
Your patron grants you enhanced combat abilities.
- You can expend a focus point to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- The pact weapon can be used as a substitute for your unarmed strikes for the purposes of using Eldritch Flicker and any future Warrior of the Eldritch Fists abilities.
Arcane Reversal
You gain resistance to a damage type dependent on your patron.
| Patron | Damage type |
|---|---|
| Archfey | Force |
| Celestial | Radiant |
| Fathomless | Cold |
| Fiend | Fire |
| Genie | Bludgeoning (dao), Thunder (djinni), Fire (efreeti), or Cold (marid) |
| Great Old One | Psychic |
| Hexblade | Slashing, Bludgeoning, or Piercing |
| Undead | Cold |
| Undying | Cold |
Arcane Reversal - Archfey
You gain resistance to Force damage.
Arcane Reversal - Celestial
You are resistant to Radiant damage.
Arcane Reversal - Dao
You are resistant to Bludgeoning damage.
Arcane Reversal - Djinni
You are resistant to Thunder damage.
Arcane Reversal - Efreeti
You are resistant to Fire damage.
Arcane Reversal - Fathomless
You are resistant to Cold damage.
Arcane Reversal - Fiend
You are resistant to Fire damage.
Arcane Reversal - Great Old One
You are resistant to Psychic damage.
Arcane Reversal - Hexblade
You are resistant to Bludgeoning, Slashing, or Piercing damage. You can change this on a short rest.
Arcane Reversal - Madrid
You are resistant to Cold damage.
Arcane Reversal - Undead
You are resistant to Cold damage.
Arcane Reversal - Undying
You are resistant to Cold damage.
Level 17: Eldritch Techniques
Starting at level 17, you may use your Eldritch Blasts, in the full amount allowed as per character level, in place of Unarmed Strikes for your monk abilities.
You may use an extra 4 Focus Points to use any leveled spell instead.
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Posted Dec 6, 2025Hi any and all! I spent a long time thinking about it and figured let's just make it already. If you have any critiques they'd of course be appreciated, I really like the Eldritch Flicker and how I integrated the pact of the blade/tome/chain but I'm still not sure on the level 11 and 17 abilities. Thank y'all for looking at my homebrew and I hope to improve it over time!