Base Class: Monk
Monks of the Way of the Arcane Palm commune with magic and the weave using the energies of their bodies, and train with spells just as others might train with any tool or weapon, incorporating the motions and effort of spellcasting into the practices of martial arts. They seek out new understanding of magic through intense training, meditation, and perception of their surroundings. Just as some monks might look to nature to hone new methods to improve their prowess, these practitioners seek to observe and duplicate the stirrings of magical energies found in the universe around them, in hearty earth, capricious sea, boundless sky, majestic stars, turbulent winds, and blazing fires.
To followers of the Way of the Arcane Palm, learning and casting a spell is no matter of arcane calculation, nor connection to a higher power, nor even devotion to the cycles of nature, but rather the noble expression of uniting willpower and enlightenment. Where so many seek to attain magic through study or devotion, these monks seek an arcane illumination that can only come from the doing and the being of magic. Unsurprisingly, many find a sense of kinship among sorcerers and their practices, despite the source of their power coming from training and meditation rather than magical ancestry. For monks of the Way of the Arcane Palm every adventure is but another beautifully unfolding magical epiphany.
Special Note: Due to some facets of spellcasting being hardcoded into the DnDBeyond backend, the spells granted by the features of this subclass do not show higher level casting on the spell list and may not interact properly with certain feats or magical items. In particular, adjustments to spells from the Eldritch Adept feat or any item that increases spell attack bonus or spell save DC do not properly affect spells of this subclass. A similar problem even occurs with the Way of Four Elements official subclass.
Until some developer code is changed to fix the problem, you can adjust the values but customizing the spell's entry in the "actions" section of the character sheet, or treat the inconsistencies as a limitation of the character casting spells in such an atypical way. My intention, however, has always been that these spells work with magic related feats, magic boosting items, and benefits to casting granted by class features gained from multiclassing (just in case that factors into your decision).
Caster Kata
When you choose this tradition at 3rd level, you learn magical disciplines that incorporate the casting of spells into your martial arts. When you use your action to cast any spell, you can make one unarmed strike as a bonus action, or spend 1 ki point to make two unarmed strikes with your flurry of blows. You also learn 2 cantrips of your choice from the Druid, Warlock, or Wizard spell lists, and learn 1 additional cantrip at 12th level. Whenever you gain a level in this class, you can replace one cantrip you that know with another that you can learn.
Arcane Palm Cantrip
You learn a Druid, Warlock, or Wizard cantrip that you can weave into your martial arts.
Arcane Palm Cantrip
You learn a Druid, Warlock, or Wizard cantrip that you can weave into your martial arts.
Arcane Palm Cantrip
You learn a Druid, Warlock, or Wizard cantrip that you can weave into your martial arts.
Arcane Awareness
You gain proficiency with the arcana skill and learn the spell detect magic, which may be cast as a ritual or by expending 2 ki points.
Ki Casting
When you choose this tradition at 3rd level, you learn magical disciplines that allow you to learn and cast spells using your ki according the following rules:
Spells Known
You learn 4 spells from the Druid, Warlock, or Wizard spell lists of a level equaling your level in this class divided by 4 (rounded up), and learn a new spell every other level thereafter. Each time you gain a level in this class you can exchange 2 spells for others that are available to you.
Casting Spells
You cast spells by expending ki points equaling 1 + the spell level, which supplant the need for spell slots or material components that do not have a cost value, and you may still expend ki points to use other monk features on the same turn that you use ki to cast a spell.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since you learn your spells through training and meditation. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier
Spell attack modifier = your proficiency bonus + your wisdom modifier
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Arcane Palm Spell
You learn a Druid, Warlock, or Wizard spell that you can weave into your martial arts.
Complex Ki Casting
At 6th level, you can spend additional ki points to increase the level of a spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell at a higher level (base ki point cost plus additional ki points you spend to increase its level) is equal to your proficiency bonus.
For example, a 6th-level monk could spend 3 ki points to cast burning hands as a 2nd-level spell (the spell’s base cost of 2 ki points plus 1), but could not spend 4 ki points to cast it as a 3rd-level spell until becoming a 9th-level monk.
You also learn 1 metamagic option of your choice from the sorcerer class, which you use by expending the same amount ki points as a sorceror would spend sorcery points to use that same metamagic option. You learn another metamagic option at 11th and 17th level. You can use only one metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these metamagic options with another one from the sorcerer class.
Careful Spell
When you cast a spell that forces other creatures to make saving throws, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 ki point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on any of its saving throws against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 ki point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 ki point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 ki point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ki point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make saving throws to resist its effects, you can spend 3 ki points to give one target of the spell disadvantage on the first of its saving throws made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 ki points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 ki point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 ki point to change that damage type to either acid damage, cold damage, fire damage, lightning damage, poison damage, or thunder damage.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of ki points equal to the spell’s level to target a second creature in range with the same spell (1 ki point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Absolute Arcane Awareness
At 11th level, you are able to constantly sense magic auras and use them to see when others cannot. You no longer need to expend ki or perform a ritual in order to use detect magic, and as a result also gain blindsight and truesight to a range of 10 feet. The range of your blindsight and truesight increases to 20 feet at 14th level and 30 feet at 17th level.
Absolute Arcane Awareness 10 feet
The range of your blindsight and truesight is 10 feet.
Absolute Arcane Awareness 20 feet
The range of your blindsight and truesight is 20 feet.
Absolute Arcane Awareness 30 feet
The range of your blindsight and truesight is 30 feet.
Arcane Abatement Aura
At 17th level, you gain the ability to focus your ki into an aura that can deny the casting of enemy spells within 30 feet of you for one minute. Any creature you choose within 30 feet you while this aura is active must succeed on a Wisdom saving throw against your Monk DC each time it attempts to cast a spell, forced to take a different action upon failure. While this aura is activated you may also take an action in order to impose disadvantage on the saving throw imposed by this feature, but your movement speed is halved on the turn that you do so. Once you use this feature you cannot do so again until after you take a long rest or spend 5 ki points to activate it again.
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