Way Of The Arcane Adept (5A)

From Action
Jump to navigation Jump to search
5A5A logo
Starfox's 5th Edition Fan Page

This is an original Monk monastic tradition for 5A.

Monks of the way of the arcane adept use a martial arts grounded in arcane traditions. This differs from most monks, who use a spiritual or even psychic method in their training. An arcane adept learns to cast a limited number of arcane spells over their career. Still mainly focused on martial arts, their spellcasting is limited in ways similar to an eldritch knight or arcane trickster.

A major hurdle for this school is transforming intellectual wizard spells into disciplines that can be integrated with your inner self.

Greyhawk: In the martial arts awakening of cosmopolitan Flanaesse, arcane adept is one of the various techniques are experimented with. Inspired by bladesingers, arcane adepts use light slashing weapons, tough others are working with the rapier.

Source: Original

Sublcass Abilities

Spellcasting

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

Arcane Adept Spellcasting
Monk Level Cantrips Known Spells Known Spells per Day
1 2 3 4
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

If you multiclass with another type of spellcaster, add one-third your monk level to your spellcasting progression.

Cantrips

You 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 Arcane Adept 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

At 3rd level you must choose a school of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration school or from your chosen school of magic on the wizard spell list.

The Spells Known column of the Arcane Adept Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 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 be a spell from the abjuration school or from your chosen school, 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 wizard spells as you power them with your inner strength. 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 wizard spell you cast and when making an attack roll with one.

This is a major hurdle in developing arcane martial arts.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Martial Arts Cantrip

At 3rd level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If you do so, you can also use Flurry of Blows on the same turn.

Weapon Bond

At 6th level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Eldritch Strike

At 11th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Martial Arts Magic

Starting at 17th level, when you use your action to cast a spell of 1st level or higher, you can make one weapon attack as a bonus action. If you do so, you can also use Flurry of Blows on the same turn.

Designer's Notes

A port of the Eldritch Knight.