Monk
Base Class: Monk

As a tradition that had begun when a powerful wizard and a great monk combined their training, monks of this monastic tradition combine their flow of ki with knowledge of the arcane. Studying magic from the schools of abjuration, evocation, divination and enchantment, these monks augment their combat prowess with protective barriers or bursts of flame.

Spellcasting

Beginning when you choose this tradition at 3rd level, you modify your combat capabilities with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Palm Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level 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.

For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration, evocation, divination and enchantment spells on the wizard spell list.

The Spells Known column of the Arcane Palm Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration, evocation, divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard 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, and it must be an abjuration, evocation, divination or enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through your training and honing of ki. 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 wizard 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

Arcane Palm 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

Arcane Strike

3rd-level Way of the Arcane Palm feature.

You learn a special technique to strengthen your unarmed strikes with your arcane abilities. When you take the Attack action to make an unarmed strike, you can spend a ki point to cast a cantrip as part of the same action. You can use this feature no more than once per turn.

Arcane Mark

6th-level Way of the Arcane Palm feature.

You learn to mark your opponents when you hit them with your cantrips. When you deal damage to a creature with a cantrip, you can spend a ki point to mark the creature. Until the end of your next turn, when you deal damage to the marked creature, you deal an additional 1d6 damage of the cantrip’s type. You cannot have more than one active use of this feature at a time.

Arcane Mark Improvement

11th-level Way of the Arcane Palm feature.

The additional damage granted to you by your Arcane Mark feature increases to 1d8 of the cantrip’s type.

Flow of Magic

11th-level Way of the Arcane Palm feature.

Your magic melds further with your martial prowess. When you take the Attack action to make an unarmed strike, you can spend 2 ki points to cast a spell as part of the same action. You can use this feature no more than once per turn.

Sage Magic

17th-level Way of the Arcane Palm feature.

Your ki has become infused with your magic, allowing you to use it as a resource for your spells. On your turn, you can spend ki points to regain expended spell slots (no action required). The ki point cost for regaining spell slots is equal to the spell slot’s level + 1. Spell slots that have been regained in this way disappear when you finish your next short or long rest.

Additionally, you can sacrifice spell slots to regain ki points on your turn (no action required). The number of ki points you regain is equal to your sacrificed spell slot’s level + 1.

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