Base Class: Monk
Monks of the Way of the Arcane have a profound devotion to magic. Believing in themself to be the protector of magic, they will strike down those who dare to abuse it. While most of their training includes martial practice, their teaching also focuses on studying the arcane and learning rare techniques in which one channels the forces of magic, giving oneself uncanny abilities. Most members of this tradition are servants to a god of arcana like Mystra or Corellon.
Bonus Proficiencies
When you choose this tradition at 3rd level, you’ve undergone extensive research into the magical arts. You learn one language of your choice, and you gain proficiency with Arcana if you don’t already have it. Your proficiency bonus is doubled for any ability checks you make that uses this skill.
Arcane Defense
Starting when you choose this tradition at 3rd level, you learned to fortify your mind from magical influence as part of your Patient Defense. Whenever you use Patient Defense, you gain advantage on saving throws against spells and other magical effects until the start of your next turn.
Mystical Arts
At 6th level, your exposures to the arcanum allows you to sense magic. As an action you can spend 1 ki point to cast detect magic or identify without providing material components.
Mystic Deflection
Starting at 6th level, you can use your reaction to deflect or store magic when you are hit by a spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.
If you reduce the damage to 0, you can store the arcane energy and spend 1 ki point to make a ranged spell attack with a range of 60ft, as part of the same reaction. You are proficient with this special attack, and you add your wisdom modifier to its attack and damage rolls. Its damage is the same type as the spell you stored, and its damage die is a d8
Arcane Disruption
Starting at 11th level, you have practiced techniques that would disrupt any spellcaster mental fortitude. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Additionally, whenever a creature within 15 feet of you fails a Constitution saving throw to maintain their concentration, you regain 1 ki point.
Master of the Arcane
At 17th level, you learned to imbue raw magic around your skin. As a bonus action, you can spend ki points (maximum of 5) and gain temporary hit points equal to 10 x ki points expended. If your temporary hit points from this feature drop to zero, you can use your reaction, to spend ki points (maximum of 5) and gain temporary hit points equal to 10 x ki points expended. Temporary hit points gained from this feature have a duration of one hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/15/2022 11:37:06 PM
|
53
|
2
|
1
|
Coming Soon
|
Comments