Monk
Base Class: Monk

Monks who follow the way of the arcane are those who devote their lives to the study and understanding of magic. Through years of study and self-understanding, they are able to gain a deep understanding of the natural magic of the world. Most monks of this monastic tradition are raised in isolated cenobiums that hold strict ideals of perfecting the mind and body and using the two together to fully understand and express the arcane arts.

Extended Self

3rd-level Way of the Arcane feature

Your connection with the arcane has allowed you to extend your physical body to greater distances in the natural world.

You learn the mage hand cantrip. When you use this cantrip, the hand you summon your appearance and features and can take the appearance of other body part of yours such as feet, arms, or other appendages such as horns, claws, or a toothy maw. You can use this spell to make ranged unarmed strikes anywhere within 30 feet of you.

Attacks made with the mage hand count as melee attacks.

Arcane Experience

3rd-level Way of the Arcane feature

An understanding of the arcane requires more than just intelligence. To understand the magical energy of the world, you need experience and a deep understanding of how it flows through and affects the natural world. Because of your experience and teachings; however, you can gain a bonus to every Intelligence check you make equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in Arcana and Investigation.

Ki Spellcasting

6th-level Way of the Arcane feature

As a student of the arcane arts, you can use the natural essence of the world and within your body to cast certain wizard spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Ki Points

You can expend 1 ki point to cast spells on the wizard spell list. You also gain the ability to cast the identify spell, but only as a ritual, by spending 1 ki point. Besides that, you can only cast 1st-level spells that take either an action or reaction to cast and have a duration of 1 round or instantaneous. You are unable to concentrate on spells or cast any spells with the ritual tag except for identify.

You can upcast spells by using spending an additional ki point per level above first as long as your monk level is equal to or greater than double the spell level + 2.

You don't need to prepare spells because all spells that fit the above criteria are always at your disposal due to extensive study of the fundamentals of magic. 

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells since your magic draws on your attunement to the arcane energy of the world. 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 ranger 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

Elemental Strikes

11th-level Way of the Arcane feature

Using your knowledge of magic and the many different forms it can come in, you can weave your attacks with different elements. As a bonus action, you can spend 2 ki points to change the damage type of your unarmed strikes to any other type. Changing the type of damage your unarmed strikes makes affects the appearance of your mage hand to better suit the damage type even when you aren't using it to attack.

After changing the damage type of your unarmed strikes, the effect lasts until you take a long rest or change it again.

Eye of the Arcane

11th-level Way of the Arcane feature

Having a greater connection to the world's magic, you are able to better utilize the identify spell. You can now choose to cast identify as an action without using any material components from a distance of 30 feet away from your target by spending 3 ki points. You still have the option to cast identify using the previous parameters and by spending 1 ki point.

If you expend 3 ki points to do so, you gain the ability to cast identify on a living creature within range. When you do this, you learn two of the following characteristics related to the creature: immunities; resistances; weaknesses; speed and creature type; armor class; highest stat; lowest stat; and any other abilities such as an eagle's keen sense, a wolf's pact tactics, a troll's regeneration, or a kobold's sunlight sensitivity.

If you attempt to learn if a creature has any immunities, resistances, weaknesses, and/or abilities and discover that it has none, you regain 1 ki point per unyielding characteristic you attempted to learn. If a creature has a tie between two stats when attempting to learn its highest and/or lowest stat, the DM should tell the player that there is a tie but only reveal one of the stats.

Arcane Relocation

17th-level Way of the Arcane feature

You gain the ability to manipulate and move the arcane energy of living creatures. When you do this, you can force their bodies to relocate to the area you moved their arcane energy to.

As an action, you can expend 2 ki points to move yourself or a willing creature within 5 feet of you to a location anywhere you choose within 30 feet of yourself. 

Alternatively, if a hostile creature becomes within 5 feet of you, you can use your reaction to either spend 2 ki points to teleport yourself away or spend 4 ki points to forcefully relocate the hostile creature. If you attempt to relocate the creature, it must make an Intelligence saving throw of your spell save DC or higher. On a failed save, the creature is teleported anywhere you choose within 30 feet of yourself. On a successful save, the creature is not moved, but you regain 2 ki points.

 

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