Base Class: Monk
Monks who follow the Way of the Mystic Arts revere the power of the arcane traditions. They have learned to harness their Ki in order to imbue their fighting techniques with spells and incantations, both protective and destructive. Whether they harness the power of the elements to deal staggering blows, or they use wards and arcane energy to shield themselves from such blows, these monks learn to becomes masters of both their physical form, and the magic it can harness.
As a follower of this monastic tradition, you combine your martial arts abilities with your more intellectual arcane studies to seamlessly and fluidly blend the two in combat.
Spellcasting
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells. 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
Way of the Mystic Arts Spellcasting Table
Cantrips
You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Mystic Arts 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.
Spells Known of 1st Level and Higher.
You know two 1st-level wizard spells of your choice, two of which you must choose from the conjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Mystic Arts Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 6th, 11th, and 17th level can come from any school of magic.
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 be a conjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 6th, 11th, or 17th level from any school of magic.
Arcane Fighting Style
At 3rd level, whenever you cast a spell as an action, you may use a bonus action to make one Unarmed Strike. Additionally, you may use Flurry of Blows whenever you cast a spell as an action.
Martial Mystic
Starting at 6th level, you have learned to seamlessly weave minor offensive magic with your martial arts. Your unarmed strikes may have a reach of 15-feet, and deal force damage when used in this way.
Spellcatcher
Starting at 11th level, you may use your Deflect Missiles feature on ranged spell attacks. Whenever you reduce the damage of a spell to 0 in this way, you may either regain ki points equal to the spell's level (minimum of 1 ki point regained), or expend 1 ki point to throw the spell back at the caster.
Fluid Spellcasting
You have learned to integrate your martial arts into the casting of your spells. At 17th level, once per turn, whenever you take the attack action on your turn, you may expend ki points to immediately cast a spell as part of the same action. The number of ki points expended is equal to 1 + the spell's level. You may use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after completing a long rest.
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