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Way of The Arcane Fist
Way of The Arcane Fist
These monks have mastered the art of casting spells in conjunction with powerful unarmed strikes.
They reinforce their spells, drawing the energy to cast them from their life force, their ki. They use this
magic to enhance their abilities.
Arcane Fist Spellcasting Spell Slots per Spell Level
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
Spellcasting
When you reach 3rd level, you augment your physical prowess with the ability to cast spells.
Cantrips
You learn three cantrips: Shocking Grasp and two other cantrips of your choice from the sorcerer spell
list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots
The Arcane Fist Spellcasting table shows how many spell slots you have to cast your sorcerer 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.
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the
transmutation and conjuration spells on the sorcerer spell list
The Spells Known column of the Arcane Fist Spellcasting table shows when you learn more sorcerer
spells of 1st level or higher. Each of these spells must be a transmutation or conjuration 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 sorcerer spells you know with
another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you
have spell slots, and it must be a transmutation or conjuration spell, unless you're replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your sorcerer spells, since you learn your spells through
channeling your ki. 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 sorcerer spell you
cast and when making an attack roll with one.
Lightning Strike
When you reach 3rd level, you may augment your unarmed strikes with lightning. When you hit a
creature with Shocking Grasp, it takes additional lightning damage equal to one roll of your martial
arts + your Dexterity modifier.
Magic Flurry
When you reach 6th level, if you use your action to cast a spell, you may use your bonus action to
make an unarmed strike or Flurry of Blows.
Shocking Stun
At 11th level, you may apply a Stunning Strike to your Shocking Grasp. If they fail a save against this
strike, they take lightning damage equal to 3 rolls of your Martial Art dice and whenever they take
damage from an ally until your next turn, they take additional lightning damage equal to one roll of
your Martial Art dice. They also have disadvantage against saving throws against your spells as long
as they are stunned.
Ki Enhancement
Starting at 17th level, when you cast a leveled spell, you may pay any number of ki. If you do,
increase the level to the spell equal to the number of ki points you spent. You may only increase a
spell level to a level to which you have spell slots. In addition, when you cast a spell using your action,
you may make a unarmed strike as part of the same action