Monk
Base Class: Monk

Monks of the Way of the Arcane have learned to convert their souls power in arcane energy, and through focus and training they learned the ability to cast spells to enhance their habilities

Spellcasting

When you reach 3rd level, you can drawn power from your own soul to cast spells.

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 Soul Spellcasting table shows how many spell slots you have to cast your 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield 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 transmutation and divination spells on the wizard spell list.

The Spells Known column of the Arcane Soul Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 transmutation and divination 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 manipulation of the weave and focus. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Soul Spellcasting Spell Slots per Spell Level
Monk Level Cantrips Known Spells Known 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 Study

At 3rd level you study the arcane. You gain proficiency in Arcana skill, aditonally you gain the prestidigitation and one 1st-level spell of your choice from the wizard's spell list

Additional you gain a addtional 2nd-level spell at 7th level, a 3rd-level spell at 13th level and a 4th-level spell at 19th level.

Force Strike

At 3rd level you enhance your strikes with power. Twice in each of your turns, whenever you hit a creature with a melee weapon attack or a unarmed strike you can spend 1 ki point to do addtional force damage equal to your martial arts die plus your Wisdom modifier.

Once you reach 11th level you may use this feature four tines in each of your turns

Warding Magic

At 6th level you may focus your magic to protect your and your allies from harm. A number of times equal to your Wisdom modifier, as a action you can give a creature you touch with temporary hit points equal to two times your monk level. Addtionaly, whenever a creature has hit points of this feature they gain a bonus to their saving throws equal to half your proficiency bonus rounded down. You may regain the ability to use this feature once you take a long rest.

Combat Magic

Beginning at 11th level, when you use your action to cast a cantrip, you can make one unarmed strike or use your Flurry of blows as bonus action. Additonaly whenever you hit a creature with a melee attack you can spend 1 ki point to make that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

 

Fluid Casting

Starting at 17th level your proficiency with the arcane and martial arts grants you a fluid motion of casting. A number of times equal to your Dexterity modifier you can cast a spell as a either a action, bonus action or reaction. You regain the ability to use this feature once you finish a long rest.

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