Way of the Mystic Adept
After years of observing how those with arcane abilities and how they harness the energies, a group of monks found a method of focusing the same energies within, enhancing themselves. With this blend of arcane and physical discipline, these monks are known as Mystic Adepts.
With training, these Mystic Adepts have found a means of internalizing arcane energy, and in some cases, unleashing it.
Mystic Spell Casting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells, these require you to spend 1 ki point per spell level when you use them. You learn three 1st Level spells of your choice, which are detailed in the spells section at the end of this subclass. You learn three additional spells of your choice at 6th, 11th, and 17th level. Whenever you learn a new spell, you can also replace one spell that you already know with a different spell. See chapter 10 in the Players Handbook for the general rules of spellcasting.
Spell Limitations and Ki Casting. As a Mystic Adept, you have been trained to internalize your shaping of arcane energy. With this in mind, there are limitations. When casting a Touch spell that can target a Willing Creature, you can only target yourself. If you Multiclass into another class with Spellcasting abilities, this range limitation is removed. But, only the spells you have trained for through this subclass can benefit from Ki casting and other Ki enhancements learned at higher levels. To cast one of these spells, you use its casting time and other rules, but you do not need to provide material components for it. When you cast a spell, it is cast at the spell’s lowest level unless otherwise specified.
Cantrips. You learn two cantrips of your choice from the spell list as the end of this subclass. You learn an additional cantrip of your choice at 11th level. These spells do not require the use of Ki. Like other spell casters, the mental discipline required to perform these is minimal due to your training. But they are subject to the Spell Limitations listed earlier.
Spellcasting Ability. Wisdom is your spellcasting ability for your Mystic Adept spells, since you learn your spells through mental and physical discipline. 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 Mystic Adept spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Push Your Limit
At 6th level, you've gained the skills to begin utilizing more arcane energy. You may select 3 additional spells to learn, they can be 1st or 2nd level spells from the supplied spell list.
Additionally, you can spend additional ki points to increase the level of a spell that you cast, provided that the spell has an enhanced effect at a higher level, as inflict wounds does. The spell’s level increases by 1 for each additional ki point you spend. You can only increase the potency of the spell up to the highest spell level you have access to +1.
For example At 6th level, you can spend a Ki point to cast inflict wounds as you would normally, or you can spend 2 Ki pints to cast it at 2nd level, or 3 Ki points to cast it at 3rd level. Upon reaching 17th Level, you would be able to spend 5 Ki point to cast inflict wounds as a 5th level spell.
Ebb and Flow
At 11th level, you've gained the skills to begin utilizing more arcane energy. You may select 3 additional spells to learn, they can be 1st, 2nd, or 3rd level spells from the supplied spell list.
Additionally, you have focused such an unknown amount of foreign arcane energy into your being that you have unlocked the means of changing the flow of incoming hostile magic.
You can use your reaction to internalize or redirect a spell when you are hit by a spell attack that is a 3rd level spell or lower. It can be a ranged or melee spell attack, but you must be a target of it. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.
If you reduce the damage to 0, you can "catch" the spell if you have at least one hand free. If you "catch" a spell attack in this way, you can spend 1 ki point to redirect the spell, following all of it's casting rules, as part of the same reaction. Or, you can internalize the energy, allowing you to regain a Ki point.
If the incoming spell is higher than 3rd level, you may still attempt to redirect it, spending an additional ki point per level above 3rd, but you are not yet able to internalize it, only redirect.
Arcane Seal
At 17th level, you've gained the skills to begin utilizing more arcane energy. You may select 3 additional spells to learn, they can be 1st, 2nd, 3rd, or 4th level spells from the supplied spell list.
Additionally, your body has become used to containing and maintaining the internalizing of arcane energy that now due to your mental and physical discipline, you do not have to make concentration saving throws to maintain concentration of a spell until you are below half of your Maximum Health.
Cantrips (0 Level)
- Blade Ward
- Guidance
- Primal Savagery
- Produce Flame
- Resistance
- Thunderclap
1st Level
- Absorb Elements
- Comprehend Languages
- Disguise Self
- Expeditious Retreat
- Heroism
- Identify
- Inflict Wounds
- Jump
- Longstrider
- Protection from Evil and Good
- Zephyr Strike
2nd Level
- Alter Self
- Blur
- Darkvision
- Enhance Ability
- Locate Animals or Plants
- Locate Object
- See invisibility
- Spider Climb
3rd Level
- Bestow Curse
- Meld into Stone
- Nondetection
- Protection from Energy
- Tongues
- Vampiric Touch
4th Level
- Death Ward
- Freedom of Movement
- Greater Invisibility
- Locate Creature
- Stoneskin