Monk
Base Class: Monk

Monks of the Way of the Arcane Fists have learned through physical exercise and magical training to manifest arcane energy within their strikes. They have spent years awakening magical abilities within them and can make fire, ice, lightning, and other varieties of magic to defeat their foes.

Arcane Flurry of Blows

Starting when you choose this tradition at 3rd level, you can manipulate your unarmed attacks using your ki to augment them with elemental power. You may spend an extra ki point when you use your Flurry of Blows to choose your unarmed strikes for that turn to become magical fire, cold, lightning, or acid damage. At 5th level, you may also choose to turn your strikes for that turn into force, necrotic, psychic, or radiant along with the previous damage types.

Additionally, you learn the mage hand cantrip if you hadn't already.

Arcane Martial Arts

At 6th level, you can summon magical energy at will to empower your strikes. You learn how to augment your unarmed strikes with the magical type of your choice without the use of ki. These magical attacks are weaker physically and only deal damage equal to your previous martial arts die (d4 for monk level 5-10, d6 for monk level 11-15, and d8 for monk level 17-20) plus your proficiency bonus and dexterity modifier. However you may also apply your spellcasting modifier to these attacks as they are magically enhanced. 

Hands of the Arcane

Beginning at 11th level, you can summon hands of pure magic at will. These hands have all of the properties of mage hand and can each perform an unarmed strike on opponents as well. The move as their own creature and are loyal to you and your allies. They appear as spectral duplicates of your hands and are tiny. These specific hands can be summoned as a bonus action. Each requires more ki points to summon as their number increases. Summoning one hand requires 1 ki point, summoning and maintaining two requires 3 ki points (1+2 for the second one), summoning and maintaining three requires 6 (1+2+3 for the third), and so on. These hands require concentration to maintain and the more hands currently summoned, the more difficult they are to maintain. Whenever you take damage you must roll a concentration check as if these hands were a spell. The difficulty for this check is increased by the number of hands currently summoned multiplied by two. If your concentration check fails or you fall unconscious, all hands immediately disappear. 

Great Hands of the Arcane

At 17th level, you gain the ability to create giant hands that can cast spells. As an action you can summon two giant hands that are each identical to those created in the spell Bigby's Hand and can inflict any one magical damage type for each hand. The damage dice inflicted by the hands themselves are changed to d10s to reflect your martial arts die. The hands also have the ability to cast non-verbal spells such as counterspell and do not require material components or concentration to do so. These hands cannot be active at the same time as any advanced mage hands and they require concentration to maintain both themselves and their individual spells. If you take damage, you must make a concentration check as if this feature was a spell. The difficulty check is permanently increased by the total number and level of non-verbal spells performed by the hands (cantrips increase the difficulty by one). If you fail this check or fall unconscious, the large hands disappear and any effects caused by spells created by them that require concentration disappear. These hands may be summoned once for a number of minutes equal to your spellcasting modifier per long rest. 

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