Way of the Arcane Hunter (5e Subclass)
Way of the Arcane Hunter[edit]
Monk Subclass
Monks who follow the Way of the Arcane Hunter are taught to protect themselves and others from the misuse of magic. The monasteries teach the already gifted with magic a way to control and replenish it. These monks use Ki alongside their innate magic to hunt down stray, dangerous magi. They use combat as the last resort, mostly using their abilities to track and then quickly detain their targets.
- Arcane Stance
Starting at 3rd level, you can enter the Arcane Stance, provided that you don't wear any armor and aren't using a shield.
You can use a bonus action to enter the Arcane Stance, which lasts for 1 minute. It ends early if you are incapacitated, if you don any armor or a shield, or if you use any weapons except Monk Weapons to make an attack. You can also dismiss the Arcane Stance at any time (no action required).
While your Arcane Stance is active, you gain the following benefits:
- You get a bonus to your AC equal to half of your proficiency bonus rounded down.
- You have resistance to all damage from spells except psychic damage.
- You have advantage on Dexterity saving throws against spell effects that you can see.
- You have advantage on Constitution saving throws made to keep your concentration.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You may use Ki to activate Arcane Stance even when you have expended all uses. In such case, upon entering the Arcane Stance, the cost of upkeep for one turn will be 1 Ki point. Every subsequent turn in Arcane Stance will increase the Ki point cost by 1, until the Arcane Stance ends. When you use the Arcane Stance this way, you cannot do so again until you finish a long rest.
- Innate Magic
At 3rd level, you gain proficiency in Arcana.
Also while your Arcane Stance is active, you can use the spells you have gained from the Arcane Hunter spell list at appropriate level. To cast the spell as using a higher spell slot, you need to expend an amount of Ki point equal to the spell slot level as which you want to cast the spell. You can use each spell a number of times equal to half your proficiency bonus rounded down. You regain all expended uses when you finish a long rest.
Monk level | Available spells |
---|---|
3rd | Detect Magic, Silence |
6th | Counterspell |
11th | Freedom of Movement |
17th | Circle of Power |
- Syphon Magic
From 3rd level, while your Arcane Stance is active, you syphon magical energy from spells used on you. You store the energy absorbed as Ki.
When an enemy spell takes an effect on you (the enemy succeeds on an attack roll, or you fail a saving throw), you absorb Ki equal to half of the level of the spell slot used to cast that spell rounded up (minimum of 1). If you succeed on a saving throw against an enemy spell, you absorb Ki equal to the level of the spell slot used to cast that spell. Additionally, if a non-harmful spell is being cast on you by a willing ally, you may choose to not benefit from any effects of that spell and instead absorb Ki equal to the level of the spell slot used to cast that spell. You do not absorb any Ki from cantrips.
- Deflect Magic
Starting from 6th level, while your Arcane Stance is active, you are able to use the Deflect Missiles feature on enemy spells that require attack rolls to hit. When using the feature in this way, the damage you take from the attack is reduced by 1d10 * half of your proficiency bonus rounded down + your Wisdom modifier + your monk level.
If you reduce the damage to 0, you can spend a number of Ki points equal to the spell slot level of the deflected spell to make a spell attack with a range of 60ft, as part of the same reaction. You make this attack with proficiency and it counts as an Arcane Hunter spell. This attack deals Martial Arts die * Ki spent + Wisdom modifier force damage.
From 11th level, you can use this feature against any spell that targets you or the space you're in.
From 17th level, when you use this feature on an enemy spell with an area of effect, if you reduce the damage to 0, the spell becomes nullified (no creatures in the area of effect of that spell suffer any effects).
- Unstable Phasing
Also at 6th level, when a creature within 5ft of you uses a teleportation spell, you may use your reaction to interrupt it, using the amount of Ki points equal to the level of the spell slot used to cast that spell. The creature must succeed on a Constitution saving throw against your Ki save DC. The creature makes this saving throw with disadvantage if it is grappled. On a failed save, the spell fails and provokes an attack of opportunity, which you can make as a part of the same reaction.
- Arcane Sight
Starting from 11th level, the blend of your Ki and innate magic lead your senses. While your Arcane Stance is active, you gain blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Magical Infusion
Starting from 17th level, when you make any unarmed strike while your Arcane Stance is active, you gain a bonus to the damage roll equal to your Wisdom modifier. The creature you successfully deal damage to with your unarmed strikes also has disadvantage on Constitution saving throws until the start of their next turn.
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