Monk Way of the Magus Venator Archetype - All spell like abilities given by this archetype use Wisdom as their spell casting stat.
3rd: Mage Hunter - Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw contested by your Athletics (Strength) check or Acrobatics (Dexterity) check or be disarmed of their spell casting focus or material components pouch.
It must make a Constitution saving throw. If it fails, it is Silenced until the end of your next turn.
As an action, you can spend 1 ki to cast Detect Magic. This ability comes with the additional effect individuals capable of casting spells also gaining an aura.
By spending 1 ki and a minute of time or 10 minutes, you can cast the Identify spell. Alternatively, during a short rest, you can meditate on an item, gaining all information given via attunement, without attuning to the item.
6th: Magic Resistance - As a reaction, you can spend 2 ki to gain advantage on a saving throw against a spell, or resistance to any damage caused by the spell.
As a reaction, if you are within 5 feet of an enemy caster and they use a Dash, Disengage, or Teleport type spell, you can move with them up to your maximum movement.
11th: Spell Guard - As an action, you can spend 2 ki to cast Dispel Magic. You can spend additional ki up to 8 total to up cast this spell.
As a reaction, you can spend 2 ki to cast Counterspell. You can spend additional ki up to 8 total to up cast this spell.
17: Magic Repulsion - As an action, you can spend 7 ki to cast Antimagic Field.
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Monk Way of the Magus Venator Archetype - All spell like abilities given by this archetype use Wisdom as their spell casting stat.
3rd: Mage Hunter - Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw contested by your Athletics (Strength) check or Acrobatics (Dexterity) check or be disarmed of their spell casting focus or material components pouch.
It must make a Constitution saving throw. If it fails, it is Silenced until the end of your next turn.
As an action, you can spend 1 ki to cast Detect Magic. This ability comes with the additional effect individuals capable of casting spells also gaining an aura.
By spending 1 ki and a minute of time or 10 minutes, you can cast the Identify spell. Alternatively, during a short rest, you can meditate on an item, gaining all information given via attunement, without attuning to the item.
6th: Magic Resistance - As a reaction, you can spend 2 ki to gain advantage on a saving throw against a spell, or resistance to any damage caused by the spell.
As a reaction, if you are within 5 feet of an enemy caster and they use a Dash, Disengage, or Teleport type spell, you can move with them up to your maximum movement.
11th: Spell Guard - As an action, you can spend 2 ki to cast Dispel Magic. You can spend additional ki up to 8 total to up cast this spell.
As a reaction, you can spend 2 ki to cast Counterspell. You can spend additional ki up to 8 total to up cast this spell.
17: Magic Repulsion - As an action, you can spend 7 ki to cast Antimagic Field.