The Eldritch Knight and Arcane Trickster are awesome subclasses for the Fighter and Rogue respectively, granting non-magic classes a taste of the Wizard's spellcasting. But what if the Monk had something similar? I designed this subclass around the new 2024 Player's Handbook Monk, and took inspiration from the new Eldritch Knight as well. Feedback is always appreciated. Text within block quotes is commentary I make on the aforementioned abilities.
Warrior of Occult Scrolls
How one teaches is just as important as how one learns. Some learn through the study of a knowledgeable person, by experiencing things for themselves, or finding ancient scripture in abandoned libraries. This legacy of knowledge, history, teachings- it is passed down to those seeking it. The Warrior of Occult Scrolls had these teachings passed down from families, powerful mages, or simply found and studied these writings. These written apparatus’ detail magic prowess being integrated with martial might, and can reveal new discoveries and techniques for future magic practitioners to find.
Warrior of Occult Scrolls Features
Monk Level
Feature
3rd
Spellcasting, Spell-Slung Recognition
6th
Magic Martial Integration
11th
Focused Strike
17th
Secret Knowledge
Spellcasting
3rd-level Warrior of Occult Scrolls feature
You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules through the Warrior of Occult Scrolls.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Monk level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list. When you reach 10th level in this class, you learn another Wizard cantrip of your choice.
Spellbook. Your magical prowess culminated in the creation or acquisition of a unique book in your possession: your spellbook. It is a Tiny object that weighs 3 pounds, and it contains 100 pages, which can be read only by you or someone casting identify. You determine the book’s appearance and materials, such as a gilt-edged tome, a collection of vellum bound together by twine, or a series of scrolls.
The book contains the spells you know of level 1 and higher. It starts with three level 1 spells of your choice from the Wizard spell list. Instead of choosing spells, you can have your book contain the following spells: absorb elements, detect magic, or find familiar. The spells you acquire are the culmination of arcane research you do, or magical discoveries you make.
Spell Slots. The Warrior of Occult Scrolls Spellcasting table shows how many spell slots you have to cast your spells of level 1 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.
Prepared Spells of Level 1+. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. The number of spells on your list increases as you gain Monk levels, as shown in the Prepared Spells column of the Warrior of Occult Scrolls Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Monk, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.
Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the 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.
Spellcasting Ability. Wisdom is your spellcasting ability for your Warrior of Occult Scrolls spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.
Warrior of Occult Scrolls Spellcasting
Monk Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
This text is taken from the UA of the new Eldritch Knight, and combined with the Wizard's spellbook feature. Given the name of the subclass, I thought it was appropriate to add. I chose Wizard spells to make it consistent in design with the Eldritch Knight and Arcane Trickster, but I did consider also including or switching to the Warlock spell list (Eldritch Blast is specific only to taking levels in the Warlock class now).
Spell-Slung Recognition
3rd-level Warrior of Occult Scrolls feature
At 3rd level, your arcanic acquisition grants you greater adroitness. As a result, you gain proficiency in one of the following: Arcana, Calligrapher’s Tools, History, Investigation, Nature, or Religion. Your choice also gains a bonus equal to your Wisdom modifier (minimum +1) whenever you make an ability check with it. You gain an additional proficiency with this benefit at 11th level.
I thought adding a focus on Intelligence-based abilities could help differentiate itself from the Eldritch Knight and Arcane Trickster. The EK gets Weapon Bond at this level which helps its martial abilities, and the AT gets Mage Hand boosts. I added Calligrapher's Tools (supplies in 2014) because the new rules for creating Spell Scrolls requires Arcana or Calligrapher's Tools.
Magic Martial Integration
6th-level Warrior of Occult Scrolls feature
Once per turn, when you take the Attack action, you can replace one of your attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
The new Eldritch Knight has this feature, alongside the College of Valor Bard. Originating from the Bladesinger Wizard, I thought it was appropriate to include here as well. I did consider making this usable in place of any attack, but felt it was better to keep it tied to the Attack action.
Focused Strike
11th-level Warrior of Occult Scrolls feature
You learn how to adapt your magic to work alongside your focus. Your Stunning Strike feature can now be applied to spell attacks.
Because of the (great) changes to Stunning Strike, I feel potentially stacking additional effects onto a target is acceptable. It's admittedly not a crazy strong 11th level feature, but I feel it doesn't need to be.
Secret Knowledge
17th-level Warrior of Occult Scrolls feature
Written within the tomes of old lies some particularly potent magical techniques. You gain the following features:
Absorb Attacks. When you use your Deflect Energy feature in response to taking damage, you gain resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack on your next turn, the target takes extra damage of the triggering type equal to 1 roll of your Martial Arts Die plus your Wisdom modifier.
Empty Body. You can spend 7 Focus Points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Flurry of Spells. When you use your Flurry of Blows feature, you can replace two of the attacks with a casting of one of your Wizard spells that has a casting time of an action. The spell must be of 1st or 2nd level.
Spell Rejuvenation. Upon finishing a Short Rest, you can expend Focus Points to regain spell slots. The spell slot level has an indicated Focus Point cost:
SLOT LEVEL
FOCUS POINT COST
1st
5
2nd
7
3rd
9
4th
11
This capstone combines Absorb Elements with Deflect Attacks, and I thought it was appropriate and very fun. My only worry with it is stepping on the toes of the Elements Monk, as it does the same damage types and more now. Still really cool.
Empty Body is no longer a part of the base Monk class, so why not have a new means of acquiring it? I considered adding other spells like Tenser's Transformation or Foresight, but thought this was a safe and still appropriate option.
Flurry of Spells is taken from the new Eldritch Knight, but where the EK could just use the ability, this subclass has to expend a Focus Point to use Flurry of Blows.
Spell Rejuvenation is how I justify the Flurry of Spells. I specified finish a Short Rest because I don't want these spells to be super easy to acquire- I want the player to choose whether or not they want Focus Points or more spells. If it was just at the start of the Short Rest, then that would justify increasing the cost of Focus Points per spell slot level.
With new inspirations, ideas, and lots of rethinking, I have a new iteration of this subclass I am curious to hear your thoughts about! Spellcasting is not mentioned because it is unchanged.
Warrior of Imparted Knowledge
Empower Martial Arts with Esoteric Magic Warriors of Imparted Knowledge use the teachings of spellcasting to further their own martial prowess. This magic acts as an extension of themselves, boosting their attacks and speed in short bursts and also expanding their access to knowledge. The teachings are passed down through worn books found in abandoned libraries, lost cultures- some families of today may even have secrets hidden within these occult tomes.
Level 3: Magic Martial Recognition
Formerly Spell-Slung Recognition, this feature no longer gives you the additional proficiency at 11th level. It also now makes weapons with the Finesse property count as Monk weapons. This would add the Rapier and Whip to your options, and is definitely not to reference part of the inspiration for this subclass.
Level 6: Arcanic Integration
Formerly Magic Martial Recognition, the only change is the name of the feature and the wording to be more in-line with design.
Level 11: Focused Spells
This now reads as follows:
You learn how to adapt your magic to work alongside your focus. Your Stunning Strike feature can now be applied to spell attacks.
Additionally, upon finishing a Short Rest, you can expend up to 3 Focus Points to regain spell slots that totals to the amount of points expended. For instance, you can expend 1 Focus Point to regain one spell slot of 1st level, or 3 Focus Points to regain one spell slot of 1st level and one of 2nd level.
Previously, only the ability to use Stunning Strike on spell attacks was granted. Now, it blends Focus Points with the Wizard's Arcane Recovery feature. Now you can choose whether to focus on...well more Focus Points, or more spell slots. It doesn't let you recover as high a spell slot level as Arcane Recovery does, but it does make it so you have at least a few if you need.
Level 17: Secret Knowledge
This feature has received substantial changes, and now reads as follows:
Written within the tomes of old lies some particularly potent magical techniques. Whenever you finish a Long Rest, choose two of the following features. You gain the benefits of your choice until you finish a Long Rest.
Absorb Attacks. When you use your Deflect Attacks feature in response to taking damage, you gain Resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack on your next turn, the target takes extra damage of the triggering type equal to your Wisdom modifier.
Arcane Stride. When you move within 5 feet of a creature, it takes your choice of Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, or Thunder damage equal to your Wisdom modifier from your trail of magic. A creature can take this damage only once during a turn.
Bigby’s Teachings. You can spend 7 Focus Points to cast the Bigby’s Hand spell.
Destructive Wave. You can spend 7 Focus Points to cast the Destructive Wave spell.
Empty Body. You can spend 9 Focus Points to cast the Astral Projection spell, without spell components. When you do so, you can’t take any other creatures with you.
Far Step. You can spend 5 Focus Points to cast the Far Step spell.
Heightened Stun. When a creature has the Stunned condition from your Stunning Strike feature, they have Disadvantage on their next saving throw.
Magic Armor. You can spend up to 5 Focus Points to cast Armor of Agathys. The amount of Focus Points you expend determines what level you cast it at.
Reaper’s Cloak. You can spend 5 Focus Points to cast the Death Ward spell.
Scry. You can spend 7 Focus Points to cast the Scrying spell, without spell components.
Truesight. You can spend 6 Focus Points to cast the True Seeing spell, without spell components. When you do so, you can only cast it on yourself.
I spent a good bit of time on what spells I wanted to implement, but I also had to first ask myself: do I want this subclass to focus more on blasting, utility, or a mixture? It would seem weird to add something like Chain Lightning when there isn't really a theme around it other than you just happened to find it? Many of these are simply here as ideas for what spells to implement and how, but I'm sure I won't end up keeping most of these (Far Step and Reaper's Cloak for instance). I do like Empty Body being here as a means of reacquiring the feature from the 2014 Monk. I'm also not sure if I should limit how many you can choose, and debating if instead I should just give you all of them.
Flurry of Spells was removed as it was too similar to the Eldritch Knight's capstone, thus I wanted to differentiate more between the two.
Does this subclass work on DnDBeyond ? I’m trying to brew an Arcane style Monk but cant figure out how to give them spells . Any help would be appreciated!
Does this subclass work on DnDBeyond ? I’m trying to brew an Arcane style Monk but cant figure out how to give them spells . Any help would be appreciated!
I know that the DnDBeyond devs have had this on their to-do list for a hot minute, but every time I've tried to make a character with this it doesn't work properly. Probably pen and paper until they get that going.
Once again making a poorly balanced class that already exists.
It had been a minute since I made the initial post so I totally just forgot about the Destructive Stride feature Elements Monk had, oopsie. Since then I've also recognized that the Absorb Attacks option definitely steps on its toes too much as well. I've been having lots of fun considering new options, some revolving around spells, some empowering preexisting features, though at this point there are definitely too many options (18 at the moment!).
In contrast to what the Elements Monk does, spellcasting does lead to a very different playstyle. Though the Elements Monk does have a Fireball adjacent ability, this subclass doesn't get access to that very spell til 13th level. Elements is arguably the best grappler in the game with some awesome thematics that are backed by its mechanics, and Imparted Knowledge has versatility not too dissimilar to the Wizard through its spellcasting. Cantrips like Mage Hand, and Minor Illusion can give fun new ways to play the class- though you could also just take the Magic Initiate (Wizard) Feat lol. The non-combat oriented spells like Alarm, Find Familiar, Levitate- a Monk that studies scrolls, books, tomes, practices that teach body and mind is such a fun concept and works to the image of a spellcaster.
I don't think there is currently an option (at least within D&D 5.5) that has a generalized build like this in the Monk class, not to say it's perfect or anything of course far from it. The Eldritch Knight and Arcane Trickster set a precedent of giving classes access to magic that typically don't have access to it otherwise, so I still make my case that there absolutely is room for this subclass to exist.
Martial Artists in games, fantasy and fiction have rarely been true or even "half" spell casters. They have only been shown to exhibit some magical abilities through their mystical training.
The only Monks I can think of, who were also spell casters were the ones in old Doctor Strange comics, that featured The Ancient One, the Aged Genghis etc. So I think Monks are fine the way they are now when it comes to spells. 🤷🏿♂️
Martial Artists in games, fantasy and fiction have rarely been true or even "half" spell casters. They have only been shown to exhibit some magical abilities through their mystical training.
The only Monks I can think of, who were also spell casters were the ones in old Doctor Strange comics, that featured The Ancient One, the Aged Genghis etc. So I think Monks are fine the way they are now when it comes to spells. 🤷🏿♂️
Monks are not just "martial artists". Any of the other classes can pick up the Unarmed Fighting Style feat and do martial arts. A Monk is tapping into their own life force to enhance their body to supernatural levels. Many Monks in fictions do things that could be replicated by spells in DnD. Iron Fist in Marvel Comics, Goku in Dragon Ball, Tifa/Yang/Sabin from the Final Fantasy games, etc. And mechanically spells are just extra class features, so it's very easy to reflavor them. But since subclasses are optional and meant to expand what a class can do, there is no reason to be against having a spellcasting Monk.
Most "Rogues" in fiction aren't known for being spellcasters, yet we have the Arcane Trickster.
Martial Artists in games, fantasy and fiction have rarely been true or even "half" spell casters. They have only been shown to exhibit some magical abilities through their mystical training.
The only Monks I can think of, who were also spell casters were the ones in old Doctor Strange comics, that featured The Ancient One, the Aged Genghis etc. So I think Monks are fine the way they are now when it comes to spells. 🤷🏿♂️
Monks are not just "martial artists". Any of the other classes can pick up the Unarmed Fighting Style feat and do martial arts. A Monk is tapping into their own life force to enhance their body to supernatural levels. Many Monks in fictions do things that could be replicated by spells in DnD. Iron Fist in Marvel Comics, Goku in Dragon Ball, Tifa/Yang/Sabin from the Final Fantasy games, etc. And mechanically spells are just extra class features, so it's very easy to reflavor them. But since subclasses are optional and meant to expand what a class can do, there is no reason to be against having a spellcasting Monk.
Most "Rogues" in fiction aren't known for being spellcasters, yet we have the Arcane Trickster.
None of those you mentioned are Monks. The Ancient One and the Aged Genghis whom I mentioned above, were.
Claiming that Iron Fist is not a Monk build is a wild take. The Monk class is where the typical player trying to replicate Goku or Iron Fist in D&D would start looking first.
The monk class built for "I can fight well unarmed" and the subclasses are for "I do something else on top of that." Want that something else to be spellcasting? Go for it. If you aren't finding martial artists who have powers that are best replicated in D&D by spells, you're barely looking at the surface of the genre.
And honestly, as the only class in the 2024 Revision that doesn't get a unique class-specific or subclass-specific customization option, I'd encourage it.
Rollback Post to RevisionRollBack
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
The Monk class was created to allow for the kung fu movies that were in all of the dollar movie houses. There was no magic. Not until that recent crouching tiger hidden dragon movie and Ang Lee showed up was magic added. I think it would be better to not add magic to monks, but take a sorcerer and add unarmed combat.
The Monk class was created to allow for the kung fu movies that were in all of the dollar movie houses. There was no magic. Not until that recent crouching tiger hidden dragon movie and Ang Lee showed up was magic added. I think it would be better to not add magic to monks, but take a sorcerer and add unarmed combat.
Crouching Tiger, Hidden Dragon was two editions and a quarter century ago. The King Fu genre has included magic back through the 70's.
You might as well say "Eldritch Knight shouldn't be a thing, because the Fighter class is based on the Fighting Men from Chainmail Book 1: Men and Magic, and it should never be anything else, regardless of whatever other takes come up in fiction."
Rollback Post to RevisionRollBack
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Everything is acceptable; the only limit is the creator's imagination, as long as it remains within the standards of game balance.
You could create a sort of exorcist monk with some cleric spells. A sort of Constantine. You could also take some elements from a paladin if you wish.
You could create a monk with a strong connection to nature, a sort of druid monk with some powers of transformation and some druid spells.
You could create an arcane monk, a monk who uses his body as a spellbook and can only choose two schools of magic from which to draw spells. The monk could channel the spell into his body and enhance his attacks by giving them a property such as damage type, effect or range of action.
You could create a clown monk who is a master of tricks and people's fears. Wizard or warlock spells from the school of illusion and enchantment. You could take inspiration from LOTM or IT.
You could also create a monk with a little bit of magical blood that allows it to access some of the magical powers of sorcerers.
You can create anything, but here's a tip: try to keep it simple, because nobody likes things that are too complicated. Monks are already complex enough, and combining magic with monk combat isn't easy.
The Monk class was created to allow for the kung fu movies that were in all of the dollar movie houses. There was no magic. Not until that recent crouching tiger hidden dragon movie and Ang Lee showed up was magic added. I think it would be better to not add magic to monks, but take a sorcerer and add unarmed combat.
The reason for introducing the Monk differs from the time it was introduced in the supplement, to the conversation stated in Wikipedia. However, at the time, the 1970's, it was Shaolin Kung Fu that depicted as the primary martial art taught by Monks in the movies. I still watch a few from time to time on tubi.tv. Anyway, this far different than the topic of suggesting there should be "half casters". Which I have said that the only half caster Monks, I have seen in media are the Ancient One and his former friend the Aged Genghis. Half caster Monks aren't needed. Some of their subclasses do enough magical effects (eg the UA tattoo Monk, Way of the Elements etc.).
The Monk class was created to allow for the kung fu movies that were in all of the dollar movie houses. There was no magic. Not until that recent crouching tiger hidden dragon movie and Ang Lee showed up was magic added. I think it would be better to not add magic to monks, but take a sorcerer and add unarmed combat.
The reason for introducing the Monk differs from the time it was introduced in the supplement, to the conversation stated in Wikipedia. However, at the time, the 1970's, it was Shaolin Kung Fu that depicted as the primary martial art taught by Monks in the movies. I still watch a few from time to time on tubi.tv. Anyway, this far different than the topic of suggesting there should be "half casters". Which I have said that the only half caster Monks, I have seen in media are the Ancient One and his former friend the Aged Genghis. Half caster Monks aren't needed. Some of their subclasses do enough magical effects (eg the UA tattoo Monk, Way of the Elements etc.).
The Taoist priest/sorcerer archetype has been used in movies. (Chinese Ghost Story being one of the better known, but far from the first.)
More importantly, the fact that it's not part of the original archetype for a version of the class from many decades ago is irrelevant. The 5e monk does not have to be a Shaolin monk. We have other examples of martial classes which get a subclass that gives them 1/3-casting. There's no mechanical or game balance reason that monk cannot join them. Any complaints about flavor will be answered by the subclass's flavor. (And flavor is fungible, and gets modified to fit every GM's particular world.)
Does this subclass work on DnDBeyond ? I’m trying to brew an Arcane style Monk but cant figure out how to give them spells . Any help would be appreciated!
The Eldritch Knight and Arcane Trickster are awesome subclasses for the Fighter and Rogue respectively, granting non-magic classes a taste of the Wizard's spellcasting. But what if the Monk had something similar? I designed this subclass around the new 2024 Player's Handbook Monk, and took inspiration from the new Eldritch Knight as well. Feedback is always appreciated. Text within block quotes is commentary I make on the aforementioned abilities.
Warrior of Occult Scrolls
How one teaches is just as important as how one learns. Some learn through the study of a knowledgeable person, by experiencing things for themselves, or finding ancient scripture in abandoned libraries. This legacy of knowledge, history, teachings- it is passed down to those seeking it. The Warrior of Occult Scrolls had these teachings passed down from families, powerful mages, or simply found and studied these writings. These written apparatus’ detail magic prowess being integrated with martial might, and can reveal new discoveries and techniques for future magic practitioners to find.
Warrior of Occult Scrolls Features
Spellcasting
3rd-level Warrior of Occult Scrolls feature
You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules through the Warrior of Occult Scrolls.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Monk level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list. When you reach 10th level in this class, you learn another Wizard cantrip of your choice.
Spellbook. Your magical prowess culminated in the creation or acquisition of a unique book in your possession: your spellbook. It is a Tiny object that weighs 3 pounds, and it contains 100 pages, which can be read only by you or someone casting identify. You determine the book’s appearance and materials, such as a gilt-edged tome, a collection of vellum bound together by twine, or a series of scrolls.
The book contains the spells you know of level 1 and higher. It starts with three level 1 spells of your choice from the Wizard spell list. Instead of choosing spells, you can have your book contain the following spells: absorb elements, detect magic, or find familiar. The spells you acquire are the culmination of arcane research you do, or magical discoveries you make.
Spell Slots. The Warrior of Occult Scrolls Spellcasting table shows how many spell slots you have to cast your spells of level 1 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.
Prepared Spells of Level 1+. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. The number of spells on your list increases as you gain Monk levels, as shown in the Prepared Spells column of the Warrior of Occult Scrolls Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Monk, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.
Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the 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.
Spellcasting Ability. Wisdom is your spellcasting ability for your Warrior of Occult Scrolls spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.
Warrior of Occult Scrolls Spellcasting
Monk Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Spell-Slung Recognition
3rd-level Warrior of Occult Scrolls feature
At 3rd level, your arcanic acquisition grants you greater adroitness. As a result, you gain proficiency in one of the following: Arcana, Calligrapher’s Tools, History, Investigation, Nature, or Religion. Your choice also gains a bonus equal to your Wisdom modifier (minimum +1) whenever you make an ability check with it. You gain an additional proficiency with this benefit at 11th level.
Magic Martial Integration
6th-level Warrior of Occult Scrolls feature
Once per turn, when you take the Attack action, you can replace one of your attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Focused Strike
11th-level Warrior of Occult Scrolls feature
You learn how to adapt your magic to work alongside your focus. Your Stunning Strike feature can now be applied to spell attacks.
Secret Knowledge
17th-level Warrior of Occult Scrolls feature
Written within the tomes of old lies some particularly potent magical techniques. You gain the following features:
Absorb Attacks. When you use your Deflect Energy feature in response to taking damage, you gain resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack on your next turn, the target takes extra damage of the triggering type equal to 1 roll of your Martial Arts Die plus your Wisdom modifier.
Empty Body. You can spend 7 Focus Points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Flurry of Spells. When you use your Flurry of Blows feature, you can replace two of the attacks with a casting of one of your Wizard spells that has a casting time of an action. The spell must be of 1st or 2nd level.
Spell Rejuvenation. Upon finishing a Short Rest, you can expend Focus Points to regain spell slots. The spell slot level has an indicated Focus Point cost:
SLOT LEVEL
FOCUS POINT COST
1st
5
2nd
7
3rd
9
4th
11
With new inspirations, ideas, and lots of rethinking, I have a new iteration of this subclass I am curious to hear your thoughts about! Spellcasting is not mentioned because it is unchanged.
Warrior of Imparted Knowledge
Empower Martial Arts with Esoteric Magic
Warriors of Imparted Knowledge use the teachings of spellcasting to further their own martial prowess. This magic acts as an extension of themselves, boosting their attacks and speed in short bursts and also expanding their access to knowledge. The teachings are passed down through worn books found in abandoned libraries, lost cultures- some families of today may even have secrets hidden within these occult tomes.
Level 3: Magic Martial Recognition
Formerly Spell-Slung Recognition, this feature no longer gives you the additional proficiency at 11th level. It also now makes weapons with the Finesse property count as Monk weapons. This would add the Rapier and Whip to your options, and is definitely not to reference part of the inspiration for this subclass.
Level 6: Arcanic Integration
Formerly Magic Martial Recognition, the only change is the name of the feature and the wording to be more in-line with design.
Level 11: Focused Spells
This now reads as follows:
Previously, only the ability to use Stunning Strike on spell attacks was granted. Now, it blends Focus Points with the Wizard's Arcane Recovery feature. Now you can choose whether to focus on...well more Focus Points, or more spell slots. It doesn't let you recover as high a spell slot level as Arcane Recovery does, but it does make it so you have at least a few if you need.
Level 17: Secret Knowledge
This feature has received substantial changes, and now reads as follows:
I spent a good bit of time on what spells I wanted to implement, but I also had to first ask myself: do I want this subclass to focus more on blasting, utility, or a mixture? It would seem weird to add something like Chain Lightning when there isn't really a theme around it other than you just happened to find it? Many of these are simply here as ideas for what spells to implement and how, but I'm sure I won't end up keeping most of these (Far Step and Reaper's Cloak for instance). I do like Empty Body being here as a means of reacquiring the feature from the 2014 Monk. I'm also not sure if I should limit how many you can choose, and debating if instead I should just give you all of them.
Flurry of Spells was removed as it was too similar to the Eldritch Knight's capstone, thus I wanted to differentiate more between the two.
Does this subclass work on DnDBeyond ? I’m trying to brew an Arcane style Monk but cant figure out how to give them spells . Any help would be appreciated!
*Points to Four Elements Monk*
Once again making a poorly balanced class that already exists.
I know that the DnDBeyond devs have had this on their to-do list for a hot minute, but every time I've tried to make a character with this it doesn't work properly. Probably pen and paper until they get that going.
It had been a minute since I made the initial post so I totally just forgot about the Destructive Stride feature Elements Monk had, oopsie. Since then I've also recognized that the Absorb Attacks option definitely steps on its toes too much as well. I've been having lots of fun considering new options, some revolving around spells, some empowering preexisting features, though at this point there are definitely too many options (18 at the moment!).
In contrast to what the Elements Monk does, spellcasting does lead to a very different playstyle. Though the Elements Monk does have a Fireball adjacent ability, this subclass doesn't get access to that very spell til 13th level. Elements is arguably the best grappler in the game with some awesome thematics that are backed by its mechanics, and Imparted Knowledge has versatility not too dissimilar to the Wizard through its spellcasting. Cantrips like Mage Hand, and Minor Illusion can give fun new ways to play the class- though you could also just take the Magic Initiate (Wizard) Feat lol. The non-combat oriented spells like Alarm, Find Familiar, Levitate- a Monk that studies scrolls, books, tomes, practices that teach body and mind is such a fun concept and works to the image of a spellcaster.
I don't think there is currently an option (at least within D&D 5.5) that has a generalized build like this in the Monk class, not to say it's perfect or anything of course far from it. The Eldritch Knight and Arcane Trickster set a precedent of giving classes access to magic that typically don't have access to it otherwise, so I still make my case that there absolutely is room for this subclass to exist.
Martial Artists in games, fantasy and fiction have rarely been true or even "half" spell casters. They have only been shown to exhibit some magical abilities through their mystical training.
The only Monks I can think of, who were also spell casters were the ones in old Doctor Strange comics, that featured The Ancient One, the Aged Genghis etc. So I think Monks are fine the way they are now when it comes to spells. 🤷🏿♂️
Monks are not just "martial artists". Any of the other classes can pick up the Unarmed Fighting Style feat and do martial arts. A Monk is tapping into their own life force to enhance their body to supernatural levels. Many Monks in fictions do things that could be replicated by spells in DnD. Iron Fist in Marvel Comics, Goku in Dragon Ball, Tifa/Yang/Sabin from the Final Fantasy games, etc. And mechanically spells are just extra class features, so it's very easy to reflavor them. But since subclasses are optional and meant to expand what a class can do, there is no reason to be against having a spellcasting Monk.
Most "Rogues" in fiction aren't known for being spellcasters, yet we have the Arcane Trickster.
None of those you mentioned are Monks. The Ancient One and the Aged Genghis whom I mentioned above, were.
Claiming that Iron Fist is not a Monk build is a wild take. The Monk class is where the typical player trying to replicate Goku or Iron Fist in D&D would start looking first.
The monk class built for "I can fight well unarmed" and the subclasses are for "I do something else on top of that." Want that something else to be spellcasting? Go for it. If you aren't finding martial artists who have powers that are best replicated in D&D by spells, you're barely looking at the surface of the genre.
And honestly, as the only class in the 2024 Revision that doesn't get a unique class-specific or subclass-specific customization option, I'd encourage it.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
The Monk class was created to allow for the kung fu movies that were in all of the dollar movie houses. There was no magic. Not until that recent crouching tiger hidden dragon movie and Ang Lee showed up was magic added. I think it would be better to not add magic to monks, but take a sorcerer and add unarmed combat.
Crouching Tiger, Hidden Dragon was two editions and a quarter century ago. The King Fu genre has included magic back through the 70's.
You might as well say "Eldritch Knight shouldn't be a thing, because the Fighter class is based on the Fighting Men from Chainmail Book 1: Men and Magic, and it should never be anything else, regardless of whatever other takes come up in fiction."
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Everything is acceptable; the only limit is the creator's imagination, as long as it remains within the standards of game balance.
You can create anything, but here's a tip: try to keep it simple, because nobody likes things that are too complicated. Monks are already complex enough, and combining magic with monk combat isn't easy.
The reason for introducing the Monk differs from the time it was introduced in the supplement, to the conversation stated in Wikipedia. However, at the time, the 1970's, it was Shaolin Kung Fu that depicted as the primary martial art taught by Monks in the movies. I still watch a few from time to time on tubi.tv. Anyway, this far different than the topic of suggesting there should be "half casters". Which I have said that the only half caster Monks, I have seen in media are the Ancient One and his former friend the Aged Genghis. Half caster Monks aren't needed. Some of their subclasses do enough magical effects (eg the UA tattoo Monk, Way of the Elements etc.).
The Taoist priest/sorcerer archetype has been used in movies. (Chinese Ghost Story being one of the better known, but far from the first.)
More importantly, the fact that it's not part of the original archetype for a version of the class from many decades ago is irrelevant. The 5e monk does not have to be a Shaolin monk. We have other examples of martial classes which get a subclass that gives them 1/3-casting. There's no mechanical or game balance reason that monk cannot join them. Any complaints about flavor will be answered by the subclass's flavor. (And flavor is fungible, and gets modified to fit every GM's particular world.)
This link may be helpful:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/119032-how-to-add-spellcasting-to-subclasses-for?page=4