Way of the Enlightened Fist

by Enaluxeme

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Way of the Enlightened Fist

Monks of the Enlightened Fist, sometimes called Shining Hands or Carmendines, include the practice of the arcane arts in their monastic training. Most Enlightened Fists focus on the use of touch spells, creating new forms of combat with their fists.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn one cantrip of your choice which requires a spell attack from any spell list and it becomes a wizard cantrip for you. You also learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Enlightened Fist Spellcasting table shows how many spell slots you have to cast your 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 Chromatic Orb and have a 1st-level and a 2nd-level spell slot available, you can cast Chromatic Orb using either slot.

Enlightened Fist Spellcasting
Monk
Level
Cantrips
Known
Spells
Known
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

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, one of which must require a spell attack as part of the casting of the spell.

The Spells Known column of the Enlightened Fist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must require a spell attack as part of the casting of the spell, 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 7th, 10th, 13th, 16th and 20th level don't need to require a spell attack as part of the casting of the spell.

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 require a spell attack as part of the casting of the spell, unless you're replacing one of the spells you gained at 3rd, 7th, 10th, 13th, 16th and 20th level that didn't have that restriction.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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

Hold Ray

Starting at 3rd level, you can easily manipulate spells to merge them into your martial arts. You may treat any ranged spell attack of spells you can cast as if it were a melee spell attack. If you do, the range of the spell is considered as touch for that casting.

Martial Genius

Beginning at 3rd level, you can use Dexterity or Strength instead of your Intelligence for the attack rolls of melee spell attacks of your wizard spells.

Additionally, when you use your action to cast a spell, you can make one unarmed strike as a bonus action.

Fist of Energy

Starting at 6th level, you learn to channel your ki through your hands to empower your attacks with the elements. When you use the Attack action on your turn, you can spend 1 ki point to imbue your fists with elemental energy. When you do, your unarmed strikes deal an extra 1d6 acid, cold, fire or lightning damage until the end of the turn.

Arcane Fist

At 11th level, whenever you would make an unarmed strike, you can spend 1 ki point to instead cast a wizard spell that requires a melee spell attack.

Arcane Rejuvenation

At 17th level, your understanding of the forces of ki, magic and life is so deep that you can use them interchangeably. You can use your ki points to gain additional spell slots, or sacrifice spell slots to gain additional ki points or heal your wounds.

Creating Spell slots. You can transform unexpended ki points into one spell slot as a bonus action on your turn. You can spend 2 ki points to create a 1st level spellslot, 3 points for a 2nd level spellslot, 5 points for a 3rd level spellslot or 6 points for a 4th level spellslot. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Ki Points. As a bonus action on your turn, you can expend one spell slot and gain a number of ki points equal to the slot’s level.

Healing. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

If you use this trait to create a spell slot, you can consume the spell slot to heal yourself as part of the same bonus action.

Art Sources

  • Mistfire Adept by Clint Cearley https://www.artstation.com/artwork/o9KXL
  • Goblin Monk of the Sacred Flame by Robson Michel https://www.behance.net/gallery/42791317/Goblin-Monk-of-the-Sacred-Flame

 

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