Monk
Base Class: Monk

Monks of the Way of the Arcane Touch learn to channel arcane energy through physical contact. Where other spellcasters hurl magic at a distance, these monks have internalized their power, expressing it through every strike, grapple, and open-handed press. Their bodies become living conduits — tattooed with sigils, wrapped in enchanted bindings, or adorned with rings that hum with latent power.

Some discover this path through study of ancient texts that describe ki and arcane magic as two expressions of the same force. Others stumble upon it instinctively, their ki reaching out to touch the Weave the first time they land a blow in desperation.

Tactile Spellcasting

When you choose this tradition at 3rd level, you gain the ability to cast spells through your touch.

Spells Known. Choose three cantrips and two 1st-level spells. Each spell must have a range of Touch, but can be chosen from any class's spell list. These spells count as monk spells for you.

Whenever you gain a monk level, you learn one additional spell that has a range of Touch (cantrip or a spell of a level you can cast), and you can replace one spell you already know with a different Touch spell of a level you can cast.

Casting Touch Spells. You expend ki points to cast your Touch spells in place of spell slots: 1 ki point per spell level (cantrips cost no ki). Wisdom is your spellcasting ability for these spells. Your spell save DC and spell attack modifier are the same as your ki save DC and ki attack modifier.

You don't need to perform verbal or somatic components for spells you cast with this feature.

The maximum spell level you can cast is determined by your monk level:

Monk Level Max Spell Level
3rd 1st
5th 2nd
9th 3rd
13th 4th
17th 5th

Arcane Tattoo. You can use an arcane focus worn on your hands — such as tattooed sigils, enchanted gloves, rings, or wraps — in place of any material components for your Touch spells, provided the components lack a gold cost. This focus does not require a free hand.

Arcane Reserve. You gain a pool of extra ki points that can only be used to cast Touch spells with your Tactile Spellcasting feature. You have 3 points in your Arcane Reserve at 3rd level. This pool increases as shown in the Features table. Your Arcane Reserve is replenished when you finish a short or long rest, along with your normal ki.

Spell Strike

Starting at 6th level, you learn to weave your spells into the flow of combat. When you take the Attack action on your turn, you can replace one of your unarmed strikes with casting a Touch spell that has a casting time of 1 action. The spell uses its normal mechanics — you make a melee spell attack if the spell requires one, or the target makes a saving throw as normal.

This allows you to still benefit from Extra Attack while casting, and to use your bonus action for Martial Arts, Flurry of Blows, or other monk features on the same turn.

Arcane Rebuke

At 11th level, your body reflexively channels magic against those who strike you. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to cast one of your Touch cantrips against that creature (no ki cost).

Additionally, when you cast a Touch spell that deals damage, you can add your Wisdom modifier to one damage roll of that spell.

Perfected Conduit

At 17th level, your body has become a flawless conduit for arcane energy — able to channel magic outward and draw it in.

Unified Strike. When you deliver a spell through Spell Strike, the target takes both the spell's effects and your unarmed strike damage, rather than the spell replacing the strike's damage.

Spell Absorption. When a creature within 5 feet of you casts a spell, you can use your reaction and spend 1 ki point to attempt to absorb the spell's energy. Make a Wisdom check (DC = 10 + the spell's level). On a success, the spell fails and has no effect. You can then immediately cast one of your Touch spells against that creature as part of the same reaction, spending ki as normal.

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