Monastic Tradition: Way of the Enlightened Fist
Monastic Tradition
At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice.
Way of the Enlightened Fist
Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monks, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These Enlightened Fists master the use of touch spells, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy.
Enlightened Fists are most common in metropolitan settings, where magical training is available and becomes an integral component of the monastic life. They often live in communities with ordinary monks, practicing magic primarily as a means of self perfection.
Way of the Enlightened Fist features
| Monk Level | Features |
|---|---|
| 3rd | Arcane Asceticism, Spellcasting |
| 6th | Arcane Fist |
| 11th | Fist of Energy |
| 17th | Hold Ray |
Arcane Asceticism
3rd-level Way of the Enlightened Fist feature
You gain proficiency in the Arcana skill.
In addition, you can cast the spell detect magic without spending a spell slot a number of times equal to your Wisdom modifier (minimum 1). You recover all expended uses when you finish a long rest.
Spellcasting
3rd-level Way of the Enlightened Fist feature
Your monastic training has given you the power to channel your ki into arcane magic.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer 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.
Spells Known of 1st-Level and Higher. You know three
Enlightened Fist Spellcasting
| Monk Level | Cantrips Known | Spells Known | ―Spell 1st |
Slots 2nd |
per |
Spell 3rd |
Level― 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 |
1st-level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.
The Spells Known column of the Enlightened Fist Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 an evocation or transmutation 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 the power of your spells comes from meditation and insightful practice. 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.
Spell Save DC
Spell attack modifier
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Arcane Fist
6th-level Way of the Enlightened Fist feature
Your mastery of arcane magic allows you to cast your spells easily in the heat of battle. When you take the Attack action, or as part of the bonus action for you Flurry of Blows feature, you can spend 1 ki point to replace one of your attacks with one of your cantrips. You can use this feature only once per turn.
Fist of Energy
11th-level Way of the Enlightened Fist feature
You can use your ki and arcane power to imbue your unarmed strikes with either electricity or fire. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra fire or lightning damage (your choice) equal to one roll of your Martial Arts die + your Wisdom modifier. Alternatively, you can spend 1 spell slot instead of 1 ki point. If you do, you roll a number of Martial Arts dice equal to the level of the spell slot expended on the damage roll. You can use this feature only once per turn.
Hold Ray
17th-level Way of the Enlightened Fist feature
You learn how to unleash your spells with a touch of your fist. As an action, you can make a melee spell attack. If it hits, you can spend a number of ki points, as described in the Ki For Spells table, to cast a spell of the appropriate level, without spending a spell slot. The spell must have a casting time of 1 action or 1 bonus action in order to be cast this way, and cannot have a range of "Self".
Ki For Spells
| Ki Point Cost | Spell Level |
|---|---|
| 2 | 1st |
| 3 | 2nd |
| 5 | 3rd |
| 6 | 4th |
The struck creature serves as the point of origin for the spell. The target has disadvantage on the saving throw against the spell, if it has one, but any other creature that would be effected by the spell still makes the saving throws as normal.
Credits
- Created by Reddit user /u/Greed_the_Ambitious using GM Binder.