Monk
Base Class: Monk

“The mind is a fortress, the body a weapon. Against the madness of the void, I am both blade and bulwark.”

Monastic Tradition Overview

Monks who follow the Way of the Eldritch Hunter are ascetics who have turned their training toward resisting and destroying the alien influence of aberrations, eldritch horrors, and other occult threats. They blend martial precision with arcane insight, weaving wards of protection and wielding spells drawn from the Warlock’s forbidden list. These hunters serve as both guardians and executioners—trained to protect the mortal mind from corruption and to strike with ruthless clarity at those who carry it.

Where other monks harness ki through body and breath, Eldritch Hunters temper their ki with the arcane. Their strikes ripple with warding sigils, their meditations shield against madness, and their very presence steels allies against the whispering horrors of the Far Realm.

Subclass Features

3rd Level — Eldritch Armament

  • You gain access to the Warlock spell list, using Wisdom as your spellcasting ability.
  • Spells Known. You learn two Warlock cantrips and two 1st-level Warlock spells. You learn additional Warlock spells as you level up, as shown in the table below.
  • You can cast spells using your ki points in place of spell slots. A spell’s level costs a number of ki points equal to its level.
  • You do not prepare spells; instead, you know a limited number, as listed.

Eldritch Hunter Spells Known

Monk Level

Spells Known

Highest Spell Level

3rd

2 + 2 cantrips

1st

6th

3

2nd

11th

4

3rd

17th

5

4th

3rd Level — Wards of the Mind

Your ki hardens against intrusion. You gain the following benefits:

  • Advantage on saving throws against being charmed or frightened.
  • You may spend 1 ki point as a reaction to gain advantage on an Intelligence, Wisdom, or Charisma saving throw.

6th Level — Eldritch Strikes

Your martial arts are infused with warding sigils and occult force.

  • Once on each of your turns when you hit with an unarmed strike or monk weapon, you deal an extra 1d6 force damage. This increases to 2d6 at 11th level and 3d6 at 17th level.
  • Aberrations struck by your unarmed strikes must succeed on a Wisdom saving throw (DC = 8 + proficiency + Wisdom modifier) or be unable to take reactions until the end of your next turn.

11th Level — Arcane Bulwark

You have mastered fusing your monk defenses with arcane wards.

  • While you have at least 1 ki point remaining, you gain resistance to psychic damage.
  • As a reaction when you or an ally within 30 feet is targeted by an attack or spell, you may spend 2 ki points to impose disadvantage on the attack roll or grant the ally advantage on their saving throw.
  • Once per long rest, you can cast Counterspell by spending 3 ki points.

17th Level — Hunter of the Beyond

Your training makes you a nightmare to occult foes.

  • You gain blindsight out to 30 feet, but only to perceive aberrations and invisible creatures.
  • Whenever you hit an aberration with an attack, it takes an additional 2d8 radiant damage.
  • Once per long rest, you may cast Banishment as a 4th-level spell without expending ki points, targeting only aberrations or creatures with the aberration type.
  • You and creatures of your choice within 10 feet have advantage on saving throws against spells or abilities from aberrations.

Subclass Summary

The Way of the Eldritch Hunter blends monk discipline with warlock spellcasting, creating a hybrid of martial precision and arcane warding. At low levels, they focus on protecting the mind and casting basic spells, while mid-levels bring force-infused strikes and battlefield wards. At the highest tier, they become living banishers of aberrations, wielding both ki and arcane magic to shield allies and cut down horrors from beyond.

“Where the stars whisper lies, I am the silence that answers. Where the void hungers, I am the blade that denies.”

Eldritch Armament

  • You gain access to the Warlock spell list, using Wisdom as your spellcasting ability.
  • Spells Known. You learn two Warlock cantrips and two 1st-level Warlock spells. You learn additional Warlock spells as you level up, as shown in the table below.
  • You can cast spells using your ki points in place of spell slots. A spell’s level costs a number of ki points equal to its level.
  • You do not prepare spells; instead, you know a limited number, as listed.

Eldritch Hunter Spells Known

Monk Level

Spells Known

Highest Spell Level

3rd

2 + 2 cantrips

1st

6th

3

2nd

11th

4

3rd

17th

5

4th

Wards of the Mind

Your ki hardens against intrusion. You gain the following benefits:

  • Advantage on saving throws against being charmed or frightened.
  • You may spend 1 ki point as a reaction to gain advantage on an Intelligence, Wisdom, or Charisma saving throw.

Eldritch Strikes

Your martial arts are infused with warding sigils and occult force.
• Once on each of your turns when you hit with an unarmed strike or monk weapon, you deal an extra 1d6 force damage. This increases to 2d6 at 11th level and 3d6 at 17th level.
• Aberrations struck by your unarmed strikes must succeed on a Wisdom saving throw (DC = 8 + proficiency + Wisdom modifier) or be unable to take reactions until the end of your next turn.

Arcane Bulwark

You have mastered fusing your monk defenses with arcane wards.

  • While you have at least 1 ki point remaining, you gain resistance to psychic damage.
  • As a reaction when you or an ally within 30 feet is targeted by an attack or spell, you may spend 2 ki points to impose disadvantage on the attack roll or grant the ally advantage on their saving throw.
  • Once per long rest, you can cast Counterspell by spending 3 ki points.

Hunter of the Beyond

Your training makes you a nightmare to occult foes.

  • You gain blindsight out to 30 feet, but only to perceive aberrations and invisible creatures.
  • Whenever you hit an aberration with an attack, it takes an additional 2d8 radiant damage.
  • Once per long rest, you may cast Banishment as a 4th-level spell without expending ki points, targeting only aberrations or creatures with the aberration type.
  • You and creatures of your choice within 10 feet have advantage on saving throws against spells or abilities from aberrations.

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