Base Class: Monk
Warriors of Ancient Magic combine the martial mastery common to all Monks with a careful study of Nature magic. Their spells both complement and extend their combat skills, providing additional useful tools for exploring the world around them, and devastating ways to unleash the power of their surroundings.
Level 3: Spellcasting
You have learned to cast spells. Wisdom is your Spellcasting Ability.
Cantrips. You know two cantrips of your choice from the Druid spell list. Whenever you gain a Monk level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.
When you reach Monk level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Warrior of Ancient Magic Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list.
The number of spells on your list increases as you gain Monk levels, as shown in the Prepared Spells column of the Warrior if Ancient Magic Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Monk, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Monk level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Druid spells.
Essence of Natural Power
At the start of your turn, you can expend 1 Focus Point to activate your Essence of Natural Power. The Essence lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Magic and Might. Whenever you cast a spell of Level 1 or higher, unarmed strikes you make deal extra damage until the end of the turn. The extra damage equals your Wisdom Modifier.
Distracting Blows. When you hit a creature with an unarmed strike, they gain disadvantage on Saving Throws against spells you cast until end of turn.
Level 6: Arcane Regeneration
When you use your Uncanny Metabolism feature to regain focus points, you also regain 1 spell slot that you have expended.
Level 11: Improved Essence of Natural Power
While your Essence of Natural Power is active you gain additional benefits.
Roam. You are unaffect by difficult terrain. Opportunity Attacks have disadvantage against you.
Protective Terrain. You and your allies within 30 ft. of you have Advantage on Strength, Dexterity, and Constitution Saving Throws.
Level 17: Invoke Nature's Wrath
When you activate your Essence of Natural Power, you may expend an additional 3 focus points. If you do, you immediately cast the Destructive Wave spell without expending a spell slot. Once you use this feature, you can’t do so again until you finish a Long Rest.
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