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Way of the Arcane Disciple

W
hether 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 seek out those
that possess arcane knowledge to gain further insight into
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.
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.
Arcane Discipline
Choose one school of magic (Abjuration, Conjuration, Transmutation. Your arcane discipline is the school of
Enchantment, Evocation, Illusion, Necromancy, transmutation. You know the mending cantrip and you know
Transmutation). This selection will be the area of focus of the enhance ability spell and can cast it once per long rest
your arcane understanding. without expending a spell slot but at the highest slot level that
Abjuration. Your arcane discipline is the school of you have access to. Additionally, you are able to squeeze into
abjuration. You know the resistance cantrip and you know the areas that are one size category smaller than you. You may
shield spell and can cast it once per short rest without further increase this effect by spending 1 ki point beyond the
expending a spell slot. first size category.
Conjuration. Your arcane discipline is the school of
conjuration. You know the mage hand cantrip and you know Spellcasting
the misty step spell and can cast it once per long rest without When you reach 3rd level, you have begun to learn how your
expending a spell slot. ki intersects with the flow of the weave, allowing you to
Divination. Your arcane discipline is the school of infuse arcane disciplines into your spiritual and martial
divination. You know the guidance cantrip and you know the training. This understanding allows you to cast spells. See
detect thoughts spell and can cast it once per long rest Spells Rules for the general rules of spellcasting and the
without expending a spell slot. Spells Listing for the wizard spell list.
Enchantment. Your arcane discipline is the school of Cantrips. You learn two cantrips of your choice from the
enchantment. You know the vicious mockery cantrip and you wizard spell list. You learn an additional wizard cantrip of
know the heroism spell and can cast it once per short rest your choice at 10th level. Additionally, casting a cantrip
without expending a spell slot but at the highest slot level that counts as an attack in terms of qualifying to make unarmed
you have access to. strikes for your martial arts or flurry of blows features
Evocation. Your arcane discipline is the school of provided the cantrip can deal damage.
evocation. You know the shocking grasp cantrip and you Spell Slots. The Arcane Disciple Spellcasting table shows
know the magic missile spell and can cast it once per short how many spell slots you have. The table also shows what the
rest without expending a spell slot but at the highest slot level level of those slots is; all of your spell slots are the same level.
that you have access to. Additionally, casting magic missile To cast one of your wizard spells of 1st level or higher, you
counts as an attack in terms of qualifying to make unarmed must expend a spell slot. You regain all expended spell slots
strikes for your martial arts or flurry of blows features. when you finish a short or long rest.
Illusion. Your arcane discipline is the school of illusion. You For example, when you are 8th level, you have two 2nd-
know the minor illusion cantrip and you know the mirror level spell slots. To cast the 1st-level spell burning hands, you
image spell and can cast it once per long rest without must spend one of those slots, and you cast it as a 2nd-level
expending a spell slot. spell.
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.

1
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

Spells Known of 1st Level and Higher. At 3rd level, you know Creating Spell Slots. You can transform unexpended ki
two 1st-level spells of your choice from the wizard spell list. points into one spell slot as a bonus action on your turn. The
The Spells Known column of the Arcane Disciple Creating Spell Slots table shows the cost of creating a spell
Spellcasting table shows when you learn more wizard spells slot of a given level. You can create spell slots no higher in
of your choice of 1st level and higher. A spell you choose must level than what you normally have access to.
be of a level no higher than what’s shown in the table’s Slot Any spell slot you create with this feature vanishes when
Level column for your level. When you reach 13th level, for you finish a short rest.
example, you learn a new wizard spell, which can be 1st, 2nd,
or 3rd level. Creating Spell Slots
Additionally, when you gain a level in this class, you can Spell Slot Level Ki Point Cost
choose one of the wizard spells you know and replace it with 1st 2
another spell from the wizard spell list, which also must be of 2nd 3
a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for 3rd 5
your wizard spells, since you learn your spells through the 4th 6
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 Arcane Battle Trance
saving throw DC for a wizard spell you cast and when making You've learned how to use your connection to the weave to
an attack roll with one. enhance your abilities in combat, infusing your unarmed
Spell Save DC = 8 + your proficiency bonus + your Wisdom strikes with arcane force. On your turn, you can enter your
modifier arcane battle trance as a bonus action. For the next minute,
Spell Attack Modifier = your proficiency bonus + your your unarmed strikes and attacks with monk weapons deal
Wisdom modifier additional force damage equal to your proficiency bonus. You
also gain additional benefits based on your area of arcane
Flexible Ki focus.
Starting at 6th level, you can use your ki points to gain
additional spell slots.

2
Abjuration. As a reaction, you can give yourself a +2 bonus Disrupt Magic
to your AC or a saving throw against an incoming attack or
effect that would force you to make a saving throw. You may Starting at 17th level, when you hit a creature with an
decide after you know the result of the attack roll or saving unarmed strike, you can spend 6 ki points to cause a void in
throw. the weave to envelope the target. For the next minute, magic
Conjuration. You can summon additional limbs to assist is unable to affect the creature. This includes any existing
you in combat. Whenever you miss an unarmed attack roll, spells such as haste, bless, etc… Magical items also lose their
you may use your reaction to reroll the attack, potentially ability to function while on their person as well. If the target
turning a miss into a hit. tries to cast a spell (or use some other magical ability - DM's
Divination. Your attack rolls score a critical hit on a roll of discretion), they must make a Constitution saving throw
19 or 20. During your trance, a number of times equal to your against your spell save DC. On a failed save, they take 8d12
proficiency modifier, you can either grant yourself advantage necrotic damage and half damage on a success. Regardless
on an attack roll you make or impose disadvantage on an of the result of the saving throw, this effect ends.
attack roll that's targeting you.
Enchantment. As a bonus action, 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 Way of the Arcane Disciple designed by @JnJake_ &
finish a long rest or until you expend a spell slot. @JNJtabletop
At 14th level, you gain access to one other school of magic YouTube video review by JNJtabletop can be found here
to use for your Arcane Battle Trance. When entering your
trance, you choose which school of magic you align your ki. For more content from JNJtabletop, check out their linktree
Extended Arcane Self Artwork provided by @SugaredRoe
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. DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
Meta-Ki ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
At 11th level, you gain the ability to modify your spells to suit Wizards of the Coast in the USA and other countries.
your needs. You gain one of the Metamagic options available This work contains material that is copyright Wizards of
to the Sorcerer class of your choice. You gain another one at the Coast and/or other authors. Such material is used with
14th and 17th level. permission under the Community Content Agreement for
Your ki points are considered sorcery points in terms of the Dungeon Masters Guild.
cost associated with using Metamagic. You can use only one All other original material in this work is copyright 2022 by
Meta-Ki option on a spell when you cast it, unless otherwise JNJtabletop and published under the Community Content
noted. Agreement for Dungeon Masters Guild.

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