Monk
Base Class: Monk

Monks of the Mystic have studied the arcane alongside martial arts. Although all monks seek the enlightening the mind as well as the honing as one's body, a monk of the Mystic seeks to the sharpen their mind to that of the sharpest of blades. These powerful monks use the magical techniques similar to those practiced by wizards though they focus on two of the eight schools of magic: abjuration and transmutation. The monks the study the way of the Mystic are also sometimes referred to as Preternatural Pugilist, Arcane Hands, or simply Mystic Monks. These monks channel their ki through their mental acuteness rather than most other monks use of their sagacity. Starting when you choose this discipline at 3rd level, you may use your Intelligence modifier rather than your Wisdom modifier when determining your Ki Save DC, and you gain proficiency in your choice of History, Arcana, Religion, or Nature.

Spellcasting

When you reach 3rd level, you gain 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 another wizard cantrip of your choice at 10th level.

Spell Slots

The Mystic 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield 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 abjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Mystic Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration 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 an abjuration 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 dedicated study and memorization. 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

Mystic Spellcasting

Monk

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Arcane Erudition

Your study of the supernatural grants you proficiency in your choice of one of the following skills Arcana, History, Investigation, Nature, or Religion. In addition, you can also use Intelligence instead of Wisdom for you Unarmored Defense as well as for determining your Ki Save. 

Magical Barrage

Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon or unarmed attack as a bonus action. If this attack hits, it deals extra damage equal to one roll of your Martial Arts Die plus your Intelligence Modifier. Alternatively when you cast a spell of 1st level or higher you can use Flurry of Blows without spending a Ki point. If either of these attacks hit then they also do additional damage equal to one roll of your Martial Arts Die plus your Intelligence Modifier.

Preternatural Disruption

Starting at 11th level, you learn the spells Counterspell and Dispel Magic. You can cast each of these spells once per long rest without expending a spell slot. Additionally when a creature casts a spell while you are within reach of it, you can use your reaction to make an attack against the target. If this attack hits then the target must make a Constitution Saving Throw against your Ki Save, if they do not succeed then the spell fails though they do expend the spell slot.

Mystic Manipulator

At 17th level, you learn how to make your unarmed strikes undercut a creature’s resistance to your spells. When you hit a creature with an Unarmed Attack, all saving throws you impose on the target have disadvantage before the end of your next turn.

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