Monk
Base Class: Monk

The Way of the Arcane Conduit represents a revolutionary evolution of monastic discipline born from the threats facing Quorathal itself. As a primordial god siphons magical energy and negative emotions from every living being, a select few monks have developed an extraordinary counter-ability: they can absorb and redirect that stolen power themselves.

These monks are not mere warriors. They are living conduits through which raw chaotic magic flows — captured, contained, and released with perfect discipline. Where spellcasters cast magic outward, the Arcane Conduit draws it inward, transforming enemy spells into bursts of pure force, draining the magical essence of their foes, and storing ambient arcane energy as fuel for their inner reserves.

A monk of this path does not reject magic. They master it through absorption and redirection. They wade into battle against spellcasters not with fear but with hunger — knowing that every spell cast against them becomes ammunition. In a world where a primordial god feeds on stolen energy, the ability to siphon magic is not merely power. It is survival itself.

Level 3: Arcane Absorption

When you are targeted by a spell that targets only you and you can see the caster, you can use your reaction to attempt to absorb the spell's energy. Make a Constitution saving throw against a DC equal to 10 + the spell's level. On a success, the spell is negated and has no effect on you.

When you successfully absorb a spell, you immediately release stored energy in a 10-foot radius around you. Each creature of your choice that you can see within that radius must make a Dexterity saving throw against your spell save DC, taking force damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much on a successful one.

Limitation: You cannot use this feature to absorb spells of a level higher than half your Monk level rounded up. At 3rd level you can absorb 1st-level spells. At 6th level up to 3rd-level spells. At 11th level up to 5th-level spells. At 17th level up to 8th-level spells.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.

Level 6: Essence Drain

As a bonus action, you can touch a creature and attempt to siphon the magical essence from its body. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes force damage equal to 3d6 + your Wisdom modifier. You gain temporary hit points equal to the damage dealt. Additionally, the target has disadvantage on the next spell attack roll it makes before the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a Long Rest.

Level 11: Arcane Reservoir

Your body has become an efficient battery for magical essence. During a short rest, you can meditate to absorb ambient magical energy from the world around you. When you do so, you gain bonus Ki points equal to your Wisdom modifier. These bonus Ki points are added to your current Ki pool but cannot exceed your Ki point maximum. They last until your next short or long rest.

You can use this feature once per long rest.

Note: This feature reflects your innate ability to draw on the ambient magic of the world around you — the residual energy of magical lanterns, enchanted environments, ley lines, and the natural magical current that flows through Quorathal. You do not cast spells with this energy. You store it and release it as pure force through your other features.

Level 11: Siphon Rewards

When you successfully absorb a spell using your Arcane Absorption feature, you immediately choose one of the following rewards:

Restored Channeling. You or an ally you can see within 30 feet of you regains one expended spell slot. The slot level regained cannot exceed half the level of the spell you absorbed, rounded up (minimum 1st level).

Silencing Drain. The caster of the absorbed spell has disadvantage on the next spell attack roll they make before the end of your next turn. Additionally, if that creature attempts to cast a spell requiring a saving throw before the end of your next turn, the saving throw DC for that spell is reduced by your Wisdom modifier.

Empowered Reservoir. You gain Ki points equal to half the level of the spell you absorbed, rounded up (minimum 1). These Ki points are added to your current pool but cannot exceed your Ki point maximum.

Level 17: Arcane Mastery

At 17th level, your mastery over siphoned magical energy reaches its zenith. You gain the following two features:

Arcane Feedback
The burst damage from your Arcane Absorption now deals additional force damage equal to your Proficiency Bonus. This bonus is added automatically whenever you successfully absorb a spell and release your burst of force energy.

Arcane Tempest
Once per long rest, as an action, you can unleash the full reservoir of raw energy stored within your soul in a catastrophic burst. Each creature of your choice that you can see within 30 feet of you must make a Dexterity saving throw against your spell save DC (8 + your Proficiency Bonus + your Wisdom modifier).

On a failed save, a creature takes 10d6 force damage, is knocked Prone, and has disadvantage on all spell attack rolls and saving throws against spells until the end of your next turn.

On a successful save, a creature takes half as much damage and is not knocked Prone.

Once you use Arcane Tempest, you cannot use it again until you finish a Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes