Base Class: Monk
Monks of this order have learned to tap into the arcane arts through the use of their Ki coupled with apt study of such magics be it from a Wizard, Warlock, Sorcerer, or even a Ranger.
Arcane Strike Technique
Starting at 3rd level, You draw upon your arcane power to enhance your monk weapons or unarmed strikes with magical energy. you can spend a Ki point to add extra damage to your monk weapons or unarmed strikes. This ability lasts 1 minute at a time and is considered a bonus action. You may choose to add fire, cold, acid, lightning, poison, thunder, necrotic, radiant or force damage to your attacks during this time. Each round you may change the type of damage added if you desire. You add 2d6 of the chosen damage type per hit and the damage increases by 1d6 at 12th, 15th, and 18th levels.
Arcane Enhancement
At 6th level, you can cast Enhance Ability, Longstrider, Enlarge/Reduce, Haste, on yourself as a move action for 2 Ki points each. The duration is a number of hours/minutes equal to half your monk level ( minimum 1 hour/minute). You can only cast the spells at their initial levels unless they improve with character level.
Arcane Insight
Beginning at 11th level, You can cast several divination type spells using your ki (4 points per spell). Arcane Insight functions just like Arcane Enhancement only the spell list is different.
Spell list: True Strike, Detect Evil and Good, Detect Magic, Find Traps, Arcane Eye, True Seeing.
Arcane Combat
At 17th level, you can use Ki points to cast more spells that grant an edge in combat for a monk. This functions the same way as Arcane Enhancement and Insight.You can cast the following spells spending 6 Ki points for each spell:
Conjure Barrage, Far Step, Hex, Nondetection, Psychic Scream, Thunder Step, Vampiric Touch.
Previous Versions
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