6.5 KiB
| source |
|---|
| Drakkenheim |
Monks who practice the Way of the Arcane Hand have trained their bodies and souls to be attuned to the weave of arcane magic. They can harness those cosmic energies and use them to fuel their martial practices. Monks of this tradition, although not mageborn, have gained control over the rawest and most natural forms of power.
| Arcane Hand Progression | |
|---|---|
| Monk Level | Features |
| 3rd | Erudite Education, Spellcasting, Eldritch Flurry |
| 7th | Arcane Empowerment |
| 11th | Focus Power, Spell Resistance |
| 15th | Meditative Casting |
| Arcane Hand Spellcasting | ||||||
|---|---|---|---|---|---|---|
| Monk Level | Cantrips Known | Spells Known | 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 |
Erudite Education
3rd-Level Arcane Hand Feature
You gain proficiency in the Arcana skill. Whenever you make an Intelligence ability check, you can gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a long rest.
Spellcasting
3rd-Level Arcane Hand Feature
You gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the Arcane spell list.
Arcane Focus
You can use a monk weapon as an arcane focus for your spellcasting.
Cantrips
You learn two cantrips of your choice from the arcane spell list. You learn an additional arcane cantrip of your choice at 10th level.
Spells Known of 1st-Circle and Higher
You know three 1st-circle arcane spells of your choice. The Spells Known column of the Way of the Arcane Hand Spellcasting table shows when you learn more arcane spells of 1st circle or higher of a circle 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 circle.
Whenever you gain a level in this class, you can replace one of the arcane spells you know with another spell of your choice from the arcane spell list. The new spell must be of a circle for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your arcane spells, since you learn your spells through contemplation 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 an arcane 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
Eldritch Flurry
3rd-Level Arcane Hand Feature
Whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.
When you use your Flurry of Blows, you can cast a spell with a casting time of 1 action as a bonus action instead of making unarmed strikes. Finally, when you use your action to cast a spell, you may treat this as taking an attack with a monk weapon for the purposes of your other monk features.
Arcane Empowerment
7th-Level Arcane Hand Feature
While you are concentrating on a spell, you add the spell’s circle to the damage rolls of your unarmed strikes and attacks made with monk weapons. Starting at 11th level, add double the spell’s circle to the damage rolls instead.
Focus Power
11th-Level Arcane Hand Feature
When you cast a spell, you can expend technique points to increase the circle of the spell as if you’d cast the spell using a higher circle spell slot. You must use a spell slot as normal to cast the spell, then expend 1 technique point for each circle you increase the spell in this way. You can increase the spell’s circle higher than your highest-circle spell slot to a maximum circle equal to your proficiency bonus.
For example, if you’re an 11th-level Way of the Arcane Hand monk, when you cast the spell scorching ray using a 2nd-circle spell slot, you could expend 2 technique points to cast the spell as 4th technique spell.
Spell Resistance
11th-Level Arcane Hand Feature
You have advantage on saving throws against spells and magical effects. Furthermore, you have resistance to damage from spells and magical effects.
Meditative Casting
15th-Level Arcane Hand Feature
When you cast a spell with a casting time of 1 action that requires your concentration, you can expend technique points equal to the spell’s level to modify the spell so that it does not require your concentration. Instead, the spell lasts up to 1 minute, or its maximum duration, whichever is shorter.