Base Class: Monk
A monk who has learned arcane magic though diligent study, and infuses this magic into their fighting style. First time trying to make a subclass, some notes:
The Arcane charge feature idealy works and displays similarly to a pact weapon, however I dont know how to make that display any other way than customizing it on the character sheet. Same with the Cleave the Wind features thrown weapon properties.
Please let me know what you think and anything that could be improved/fixed! : D
Bonus Proficencies
Starting when you choose this tradition at 3rd level, you gain proficiency with Arcana.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Additionally you can use a spell book as a focus for casting your spells, and when you do, the book orbits you along with your Charged Weapon.
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 Way of the Spellblade 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 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 divination and transmutation spells on the wizard spell list.
The Spells Known column of The Way of the Spellblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an divination or transmutation 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 a divination or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
The Way of the Spellblade 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 Charge
Beginning at 3rd level, you gain the ability to preform a ritual on one monk weapon charging it with arcane energy. You preform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be placed on top of your spellbook and be within a magic circle you inscribe throughout the ritual. Once you have charged your weapon, the weapon acts an extension of your will. You gain the following benefits while using your charged weapon.
- Your weapon floats around you, protecting you from harm. You gain a +2 to AC.
- You weapon moves to your hand when you move to attack with it, preventing you from being disarmed unless you are incapacitated.
- Your charged weapon deals extra damage equal to your Intelligence modifier as force damage.
As an action, you can store and retrieve your charged weapon from your spellbook. If the spellbook is lost or destroyed while it holds the weapon, the charged weapon is lost or destroyed with it.
Ride the Weave
Starting at 6th level, you gain the ability to ride the weave to a limited degree. You float just above the ground, ignoring difficult terrain, and gaining advantage against any DEX saving through that would impair your movement. Additionally, you can jump using your Dexterity (Acrobatics) score instead of your Strength (Athletics) score and are always considered under the effects of the spell jump.
Cleave the Wind
At 11th level, you discover new ways to manipulate your Charged Weapon at a distance. Your Charged Weapon gains the Thrown property, with a range of 20ft and a long range of 60ft. When you make a ranged weapon attack with your Charged Weapon, your weapon fly's in a straight line to the target, striking any creature between you and your target. Creatures in a direct line to your target must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Intelligence modifier or take damage equal to your weapon damage. After making its attack, the charged weapon returns to you and resumes its orbit.
Ki Infusion
At 11th level, you have gained the ability to influence the weave with your own Ki. As a bonus action, you can convert your Ki points into spell slots, spending twice the amount of Ki as the spell slot you want to create. Eg. A 1st level spell slot requires 2 Ki points, a 2nd level spell slot requires 4 Ki points. Additionally, you do not restore Ki points converted this way until you finish a long rest.
Enlightened Charge
At 17th level, your mastery over the arcane enables you to use your Arcane Charge feature on a second weapon. You gain the benefits of this feature while using a second weapon, in addition, your mastery over your blades lets you attack with both weapons simultaneously. As an action, you can preform a Charged Strike, attacking with both weapons at the same time, dealing their damage together. You can only preform a Charged Strike once per turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/3/2019 6:52:42 AM
|
18
|
2
|
--
|
Coming Soon
|







Comments