Ghost Dragon
2015-02-02, 06:51 PM
PEACH! Changed quite a lot so please give some feedback.
So I wanted to make a subclass that had the same feel and flavour of the original Enlightened Fist prestige class from 3.5. Want some feedback on what ya'll think of its flavour and balance. :smallsmile: Here it is:
Way of the Enlightened Fist
Monks of the Way of the Enlightened Fist pursue metaphysical perfection to the exclusion of all other study. They 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 melee spell attacks, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy.
Spellcasting
When you reach 3rd level, you augment your martial arts with the ability to cast spells.
Cantrips. You learn three cantrips: shocking grasp and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots.The Way of The Enlightened Fist Spellcasting table (See Arcane Trickster 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. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation or transmutation schools on the wizard spell list. The Spells Known column of the Way of The Enlightened Fist Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 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 an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through patience research, meditation, & your insight into the magical energy that suffuses the universe. 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.
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your wizard spells.
Arcane Disciple
Beginning at 3rd level, you can cast any spell that produces a ranged spell attack as a melee spell attack instead, and you can use your Deflect Missiles class feature against magical ranged attacks that target only you, but you cannot catch magical attacks like you do with ranged weapon attacks. Additionally, when you reach 7th level in this class, you can spend ki points to increase the level of spells that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. You must spend ki points equal to the spells level plus 1 additional ki point per spell level increase. The maximum number of ki points you can spend to increase a spells level in this way is 2 ki points at 7th level, 3 ki points at 11th level, 4 ki points at 15th, and 5 ki points at 19th level.
Fist of Energy
At 6th level, whenever you use your action to cast a cantrip, you can treat it as if you used the Attack action for the purposes of your Martial Arts and Flurry of Blows class features. Any unarmed strikes you make for the rest of that turn do damage of the same type as the cantrip you cast. You may also choose to spend 1 ki point before making any attacks, and if an attack hits, it deals an extra 1d6 damage. At 17th level you may cast a spell or a cantrip using this feature.
Enlightenment
At 11th level, you are so attuned to the magic in the world that you can use it to protect and rejuvenate yourself. You have advantage on saving throws against spells and other magical effects. Additionally, you can use your Deflect Missiles class feature against melee attacks, and if you reduce the damage to 0 you do not catch the melee weapon attack, but instead magically convert the force of the blow into healing for yourself, regaining hit points equal to your Wisdom modifier.
Arcane Fists
Beginning at 17th level, whenever you use your action to cast a spell or a cantrip, you may spend ki points to deliver it with an unarmed strike, resolving both the spell or cantrip effects and the unarmed strike damage at the same time. To cast in this way you must spend 1 ki point for a cantrip, or ki points equal to level of the spell slot expended. If you miss your target or fail to attack by the end of the turn, the spell has no effect and you still expend any spell slot used. If the spell allows multiple attacks or has a duration of concentration, you can deliver subsequent spell attacks using an unarmed strike as well, expending the necessary ki points for each attack. Casting a spell in this way benefits from your Fist of Energy class feature.
Have done quite a bit of changing after some play testing and research in balance compared to other subs, so please have another look to give feedback. Thanks all! Comment away! :smallwink:
So I wanted to make a subclass that had the same feel and flavour of the original Enlightened Fist prestige class from 3.5. Want some feedback on what ya'll think of its flavour and balance. :smallsmile: Here it is:
Way of the Enlightened Fist
Monks of the Way of the Enlightened Fist pursue metaphysical perfection to the exclusion of all other study. They 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 melee spell attacks, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy.
Spellcasting
When you reach 3rd level, you augment your martial arts with the ability to cast spells.
Cantrips. You learn three cantrips: shocking grasp and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots.The Way of The Enlightened Fist Spellcasting table (See Arcane Trickster 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. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation or transmutation schools on the wizard spell list. The Spells Known column of the Way of The Enlightened Fist Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 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 an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through patience research, meditation, & your insight into the magical energy that suffuses the universe. 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.
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your wizard spells.
Arcane Disciple
Beginning at 3rd level, you can cast any spell that produces a ranged spell attack as a melee spell attack instead, and you can use your Deflect Missiles class feature against magical ranged attacks that target only you, but you cannot catch magical attacks like you do with ranged weapon attacks. Additionally, when you reach 7th level in this class, you can spend ki points to increase the level of spells that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. You must spend ki points equal to the spells level plus 1 additional ki point per spell level increase. The maximum number of ki points you can spend to increase a spells level in this way is 2 ki points at 7th level, 3 ki points at 11th level, 4 ki points at 15th, and 5 ki points at 19th level.
Fist of Energy
At 6th level, whenever you use your action to cast a cantrip, you can treat it as if you used the Attack action for the purposes of your Martial Arts and Flurry of Blows class features. Any unarmed strikes you make for the rest of that turn do damage of the same type as the cantrip you cast. You may also choose to spend 1 ki point before making any attacks, and if an attack hits, it deals an extra 1d6 damage. At 17th level you may cast a spell or a cantrip using this feature.
Enlightenment
At 11th level, you are so attuned to the magic in the world that you can use it to protect and rejuvenate yourself. You have advantage on saving throws against spells and other magical effects. Additionally, you can use your Deflect Missiles class feature against melee attacks, and if you reduce the damage to 0 you do not catch the melee weapon attack, but instead magically convert the force of the blow into healing for yourself, regaining hit points equal to your Wisdom modifier.
Arcane Fists
Beginning at 17th level, whenever you use your action to cast a spell or a cantrip, you may spend ki points to deliver it with an unarmed strike, resolving both the spell or cantrip effects and the unarmed strike damage at the same time. To cast in this way you must spend 1 ki point for a cantrip, or ki points equal to level of the spell slot expended. If you miss your target or fail to attack by the end of the turn, the spell has no effect and you still expend any spell slot used. If the spell allows multiple attacks or has a duration of concentration, you can deliver subsequent spell attacks using an unarmed strike as well, expending the necessary ki points for each attack. Casting a spell in this way benefits from your Fist of Energy class feature.
Have done quite a bit of changing after some play testing and research in balance compared to other subs, so please have another look to give feedback. Thanks all! Comment away! :smallwink: