Monk
Base Class: Monk

As Monks learned how to bring harmony to their mind and body those gifted with magic naturally sought to bring their arcane abilities into harmony with this equation.  The tradition that emerged from these endeavors was the Way of the Mystic Arts.  The most common practitioners are still those races naturally gifted with magic such as Dragonborn, Elves, Gnomes, and Tieflings but all others are welcomed into the schools and temples of this tradition.

Forms of the Arcane Soul

With the learning of spells comes the teachings of how to use them in harmony with physical forms of combat.  At 3rd level this Feature grants the following benefits.

1) When the Monk takes the Attack Action they may cast a Cantrip in place of one of their attacks.  For the purposes of the Martial Arts feature this Cantrip counts as an unarmed strike.

2) When the Monk casts a leveled spell they may follow up in the same turn with a Flurry of Blows or Step of the Wind as if they had spent a Ki point to do so.

Armaments of the Arcane Fist

All Monks of the Way of the Mystic Arts are trained how to attack with their magic as well as how to extend their reach.  At 3rd level you gain the following effects:

1) Upon reaching level 3 you may chose one Cantrip from the following list: Booming Blade, Greenflame Blade, Shocking Grasp, and Primal Savagery. 

2) The Monk learns the Mage Hand Cantrip.

3) Whenever the Monk makes an unarmed strike you may spend 1 Ki point to make the attack from the location of their Mage Hand.  As part of spending this Ki point you may immediately summon a Mage Hand if you do not have one out already.

Student of Magic

At 3rd level you gain proficiency with the Arcana skill, and you gain proficiency with Alchemist's Supplies, Jeweler's Tools, or Smith's Tools.

In addition, you gain a special bonus to these skills equal to your Wisdom Modifier (minimum of +1).

Alchemist's Supplies

Alchemist's Supplies

Jeweler's Tools

Jeweler's Tools

Smith's Tools

Smith's Tools

Sorcerous Defense

These advanced forms allow the practitioners of the Mystic Arts to defend themselves against enemy magics.  At 6th level this grants the following abilities.

1) You may use your Deflect Missiles against any spell that deals damage.  If you completely negate the damage dealt you may spend 1 Ki point to return it to its caster using the same rules and damage as the original spell.

2) If you fail a Saving Throw to resist a spell you may spend 1 Ki point to add a roll of your Martial Art's die to the roll potentially allowing you to pass the DC.

Fueled by Magic

At 6th level the Monk learns to consume spells to replenish their Ki.  You gain the ability to touch a willing creature and end a spell effect from a 1st or 2nd level spell.  You then regain Ki points equal to that spell's level.  This ability may be used only once per Long Rest.

At higher levels the level of spell that can be affected increases, at 11th level spells of 3rd and 4th level may be consumed and at 17th level spells of 5th and 6th level.

Elemental Spirit

You have reached a mastery of magic that allows you to attune to an element and infuse your attacks and defense with the chosen element.  At 11th level you gain the following effects:

1) Upon finishing a Short or Long Rest you gain Resistance to one of the following damage types: Acid, Cold, Fire, Lighting, Poison, or Thunder.  You may spend 2 Ki points to change the chosen damage type at any time during your turn or when you take damage.

2) Whenever you make a Weapon or Unarmed Attack you may add 1d6 damage of the same type chosen for your Resistance.

3) You add your Wisdom modifier to the damage of any Spell or Cantrip you cast.

Mystic Onslaught

At 14th level when you take the attack action you may now replace one of your attacks with a leveled spell requiring no more than one action to cast.  If you replace your other attack with a Cantrip you may then make one additional attack that must be with a weapon or unarmed strike.  In addition the extra damage for your attacks from Elemental Spirit will be increased from 1d6 to a roll of your Martial Arts die when this feature is active.

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