Base Class: Monk
Becoming a Magius Adepti opens the monks ability to cast spells as well as infuse their body with magic to improve combat prowess. The Monk uses a Wizards spell casting table.
Duabus
As the monk further delves into the arcane his attacks become infused with mana changing his attacks into magic damage.
In addition, the monks attacks deal bonus damage.
Spell-Empowered Strikes
As a bonus action, the Monk may infuse his fists with mana gaining an attribute. The duration of the infusion is 1 minute multiplied by his INT + WIS modifier. The minimum duration is 1 minute for the infusion. The Monk may spend a Ki point to alter the mana in his fists to adopt a different property.
- Cold - The monks attack no longer deal bonus damage. If the monk strikes a nonobject or construct, the target loses half their movement. If struck twice, the target has 0 ft movement. If struck thrice, the target loses their bonus action. If struck four times, the target loses their action.
- Fire - The mana that circulates through the monk begins to swirl with intense heat. The monks attacks deal an additional weapon damage.
- Radiant - The mana which circulate the monks fist become pure. Nothing can defy the truth of his fists that is meant to strike. The monks attacks ignore resistance.
- Necrotic - Negative energy circulates in the Monks mana. The monks attacks prevents the target from being healed equal to the damage dealt.
- Thunder - If a creature is struck by the monk, the next time it attempts to cast a spell the following turn it must make a Constitution Saving Throw equal to the Monks Spellcasting Ability Modifier. In addition, if the creature has a concentration spell active they have disadvantage when making the Concentration Saving Throw.
- Force - The monks strikes blur through the air with great speed and accuracy reaching it's target true ignoring the targets AC Dex Modifier.
- Acid - The monks strikes though light in nature deceive its ability to penetrate through the creaks of armor. The mana seeps through ignoring the targets AC Armor Bonus.
Chakram of Mana
If the Monk is making a saving throw against a spell, he may use Ki points to try to negate the effects of the spell. In order to successfully negate the effects, he must spend an amount of ki up to the spells level and describe the nature of his action to subvert the spell. The player may discuss the action with the DM and the DM may decide the outcome.
Magia Erebea, the Birth Canal
As an action, the Monk may use a spell slot of 7th or higher to infuse himself. The monks mana swirls throughout his chakra before it begins to swirl throughout his entire body before eventually his body is the spell. He monk becomes an Elemental and gains immunity to a type of damage that is the same as his element and resistance to nonmagical Slashing, Bludgeoning and Piercing Damage. As a Bonus action, the Monk may hurl part of his body as a ranged attack dealing 2d8 damage of the element the Monk has adopted. The Duration of Magia Erebea is 1 minute multiplied by his INT + WIS modifier. When Magia Erebea expires, the monk gains 1 point of exhaustion.
- Ice - The Monk becomes an Elemental of Ice. His Natural Armor is an AC of 13 and does not benefit from armor he wears. The Monks attacks are Cold and deal 2d8 additional damage. The Monk is Vulnerable to Fire Damage. Reduce the damage the Monk takes from attacks equal to his INT + WIS modifiers.
- Water - The Monk becomes an Elemental of Water. His Natural Armor is an AC of 14 and does not benefit from armor he wears. The Monks attacks are Cold. The Monk can move through small cracks, can not be restrained, can not be pinned, and can not be prone.
- Fire - The Monk becomes an Elemental of Fire. Once per turn at will, the monk can explode in a wave of fire. Creatures within 20 ft of the Monk must make a DEX Saving Throw equal to the Monks Spellcasting Ability Modifier. The explosion deals 8d6 Fire Damage. Creatures take half damage on a Saving Throw. The Monks attacks are Fire and deal 2d8 additional damage. Creatures who start their turn within 5 ft of the Monk must make a Con Saving Throw against the Monks Spellcasting Ability Modifier. On a failed Save, the creature takes 2d8 Fire Damage. In addition the Monk may move through creatures the same size or smaller than him.
- Lightning - The Monk becomes an Elemental of Lightning. His AC benefits twice from his DEX modifier. The monk moves twice his movement and at will can misty step his movement in any direction. If the Monk damages a creature, they must make a CON saving throw against the Monks Spellcasting Ability Modifier. On a failed save, the creature takes 2d8 Lightning Damage.
- Radiant - The Monk gains resistance to all damage except against Radiant and Necrotic damage. The Monks attacks are Radiant and deal 1d8 additional damage. The Monk gains advantage on STR and CON saving throws.
- Necrotic - The Monk gains resistance to Radiant and Necrotic Damage. The Monks attacks are Necrotic and deal 2 additional damage using the targets Hit Die. The monk gains advantage on WIS and INT saving throws.
- Wind - The Monk becomes an Elemental of Air. He gains 3 AC and can Fly at will. If the Monk damages a creature, he may push the creature 30 ft away from him if the creature fails a CON saving throw against the Monk. In addition, the Monk may also move his movement after any of his attacks.
- Force - The monks attacks deal Force Damage. The Monk becomes immune to ranged attacks and Magic Missiles. The Monks attacks deal an additional 1d8 damage. As a bonus action, the Monk may cast Magic Missiles at the 7th level for free.
- Earth - The Monk becomes an Elemental of Earth. He gains 3 AC and can not be knocked back, knocked prone, can not be forced to move and can not be forced to stay. His attacks deal an additional 1d8 damage. He gains advantage on STR and CON saving throws as well as STR and CON ability checks but has Disadvantage on Stealth Checks.
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