Base Class: Monk
Whether it's due to some kind of magical interaction or diligent study, focus, and discipline, some monks can connect their ki to the arcane weave that binds magic together. These arcane disciples infuse arcane discipline into their spiritual and martial training. Some of these monks often seek out those that possess arcane knowledge to further enhance their abilities, while others seek to simply enhance the lives of those around them. Many, if not most, seek to test their abilities in a life of adventure as a way of pushing their limits.
Spellcasting
When you reach 3rd level, you have begun to learn how your ki intersects with the flow of the weave, allowing you to infuse arcane disciplines into your spiritual and martial training. This understanding allows you 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. Additionally, casting a cantrip counts as an attack in terms of qualifying to make unarmed strikes for your martial arts or flurry of blows features provided the cantrip can deal damage.
Spell Slots. The Arcane Disciple Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the wizard spell list.
The Spells Known column of the Arcane Disciple Spellcasting table shows when you learn more wizard spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new wizard spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through the connection your ki has to the weave. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Way of the Arcane Disciple Spellcasting
| MONK LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Arcane Discipline
Choose one school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation). This selection will be the area of focus of your arcane understanding.
Abjuration
Your arcane discipline is the school of abjuration. You know the resistance cantrip and you know the shield spell and can cast it once per short rest without expending a spell slot.
Conjuration
Your arcane discipline is the school of conjuration. You know the mage hand cantrip and you know the misty step spell and can cast it once per long rest without expending a spell slot.
Divination
Your arcane discipline is the school of divination. You know the guidance cantrip and you know the detect thoughts spell and can cast it once per long rest without expending a spell slot.
Enchantment
Your arcane discipline is the school of enchantment. You know the vicious mockery cantrip and you know the heroism spell and can cast it once per short rest without expending a spell slot but at the highest slot level that you have access to.
Evocation
Your arcane discipline is the school of evocation. You know the shocking grasp cantrip and you know the magic missile spell and can cast it once per short rest without expending a spell slot but at the highest slot level that you have access to. Additionally, casting magic missile counts as an attack in terms of qualifying to make unarmed strikes for your martial arts or flurry of blows features.
Illusion
Your arcane discipline is the school of illusion. You know the minor illusion cantrip and you know the mirror image spell and can cast it once per long rest without expending a spell slot.
Necromancy
Your arcane discipline is the school of necromancy. You know the chill touch cantrip and you know the ray of enfeeblement spell and can cast it once per long rest without expending a spell slot.
Transmutation
Your arcane discipline is the school of transmutation. You know the mending cantrip and you know the enhance ability spell and can cast it once per long rest without expending a spell slot but at the highest slot level that you have access to.
Additionally, you are able to squeeze into areas that are one size category smaller than you. You may further increase this effect by spending 1 ki point beyond the first size category.
One with the Weave
Your understanding of how the weave interacts with the multiverse is instinctual, making it easier for you to sense it's presence. Starting at 3rd level, if you meditate for 1 minute, you can open yourself up to finding it as if you cast the detect magic spell.
Flexible Ki
Starting at 6th level, you can use your ki points to gain additional spell slots.
Creating Spell Slots. You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than what you normally have access to.
Any spell slot you create with this feature vanishes when you finish a short rest.
Creating Spell Slots
|
SPELL SLOT LEVEL |
Ki POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
Arcane Battle Trance
You've learned how to use your connection to the weave to enhance your abilities in combat, infusing your unarmed strikes with arcane force. On your turn, you can enter your arcane battle trance as a bonus action. For the next minute, your unarmed strikes and attacks with monk weapons deal additional force damage equal to your proficiency bonus. You also gain additional benefits based on your area of arcane focus.
- Abjuration: As a reaction, you can give yourself a +2 bonus to your AC or a saving throw against an incoming attack or effect that would force you to make a saving throw. You may decide after you know the result of the attack roll or saving throw.
- Conjuration: You can summon additional limbs to assist you in combat. Whenever you miss an unarmed attack roll, you may use your reaction to reroll the attack, potentially turning a miss into a hit.
- Divination: Your attack rolls score a critical hit on a roll of 19 or 20. During your trance, a number of times equal to your proficiency modifier, you can either grant yourself advantage on an attack roll you make or impose disadvantage on an attack roll that's targeting you.
- Enchantment: When you enter your trance (and as a bonus action thereafter), you can focus your attention on a single creature within 30 feet of you and force it to make a Charisma saving throw. On a failed save, you create a psychic link between you and the target allowing you to impose one of the following effects on it. It takes a d4 penalty to attack rolls, a d4 penalty to saving throws, or a -2 penalty to its AC. As a bonus action on subsequent turns, you may change the effect or choose a new target. This psychic link lasts as long as your arcane battle trance is active. You may only have one instance of this effect active at a time.
- Evocation: Your unarmed strikes are infused with elemental power and they deal an additional 1d4 elemental damage based on your choice of acid, cold, fire, lightning, poison, or thunder damage. You may change this damage type on your turn but must be declared before you take the attack action.
- Illusion: As a reaction, you may redirect an incoming attack that misses you against any creature within 5 feet of you.
- Necromancy: During your arcane battle trance, after you hit with an unarmed strike, you can grant yourself temporary hit points equal to half the damage dealt by the attack.
- Transmutation: Your unarmed strikes and attacks made with monk weapons each gain the ability to hit from 5 feet farther away than they normally can.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot.
At 14th level, you gain access to one other school of magic to use for your Arcane Battle Trance. When entering your trance, you choose which school of magic you align your ki.
Extended Arcane Self
Starting at level 11, your connection with the weave allows you to cast spells that would typically only target you to target any creature within 30 feet of you.
Meta-Ki
At 11th level, you gain the ability to modify your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 14th and 17th level.
Your ki points are considered sorcery points in terms of the cost associated with using Metamagic. You can use only one Meta-Ki option on a spell when you cast it, unless otherwise noted.
Disrupt Magic
Starting at 17th level, when you hit a creature with an unarmed strike, you can spend 6 ki points to cause a void in the weave to envelope the target. For the next minute, magic is unable to affect the creature. This includes any existing spells such as haste, bless, etc… Magical items also lose their ability to function while on their person as well. If the target tries to cast a spell (or use some other magical ability - DM's discretion), they must make a Constitution saving throw against your spell save DC. On a failed save, they take 8d12 necrotic damage and half damage on a success. Regardless of the result of the saving throw, this effect ends.
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