Monk
Base Class: Monk

The monks of the Argent Archive are tasked with the procurement and protection of knowledge throughout the world. These Argent Keepers supplement their martial disciplines with arcane influence, a tradition passed down from their silver dragon patron, Corenelliax. 

Anatomic Understanding

Starting at 3rd level, your intense and disciplined study has given you a deeper understanding of pressure points. Once per turn when you're attacking with an unarmed strike, you can spend 1 ki point to add your intelligence modifier to either the attack roll or the damage roll. If you choose to add it to the attack roll, you can choose to add it after the die has been rolled, but before the DM tells you if it succeeded. 

Spellcasting

When you reach 3rd level, you augment your martial discipline with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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 Argent Keeper 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 detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic 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 Argent Keeper Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a 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 disciplined study and research. 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

Argent Keeper 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

Somatic Flow

Beginning at 6th level, you've learned to weave somatic and other components into your martial arts techniques. When you use your action to cast a spell on your turn, you can make one unarmed strike as a bonus action. 

Ki-Fueled Focus

At 11th level, you've learned to harness your ki to elevate your mind's ability to concentrate. When you fail a saving throw to maintain concentration, you can spend ki points to turn the failure into a success instead. The number of ki points required is equal to the level of the spell that you're concentrating on if you're concentrating on a spell. If you're concentrating on some non-spell effect, this ability costs only 1 ki point. 

Attunement to Legend

Beginning at 11th level, if you have access to a library or a similar location, you can attune your spirit to the collective consciousness of scholarly works, divining legendary information. Conducting an hour long ritual within the location, you can cast the legend lore spell once using this feature, without requiring any material components. Once you have conducted this ritual, you cannot perform it again for another 7 days. 

Flow State

At 17th level, you gain the ability to channel your ki into an enlightened flow state. By spending 3 ki points, you can enter your flow state. While in that state, you can benefit from your Anatomic Understanding feature on every unarmed strike you make without having to spend ki points for each strike.

You stay in this flow state for one minute, until you run out of ki points, until you lose concentration (as if concentrating on a spell), or until you use your action to end it voluntarily. For the purposes of your Ki-Fueled Focus trait, this Flow State counts as a third level spell. 

Unless you use your action to end the flow state voluntarily, the transition back into your normal mental state is jarring, and you gain one level of exhaustion. 

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