Homebrew Path of Mystery: A 1/3 Caster Monk Subclass

I personally think that one-third casters are one of WotC's best DnD ideas, and wish there were ones for the other martials besides fighter and rouge. So, I decided to make one. For all you Doctor Strange fans...

Path of Mystery​

Monks who follow the Path of Mystery study the relationship between ki and arcane magic, learning to channel the same inner power through both martial techniques and spells.

Spellcasting​

3rd-level Path of Mystery feature

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

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. You use the spell-slot progression of a one-third caster.

Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which must be divination or transmutation spells.

The Spells Known column follows the Eldritch Knight progression. Each spell you learn must normally be a divination or transmutation spell from the sorcerer spell list. 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 sorcerer spell you know with another spell for which you have spell slots, subject to the same school restrictions.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells.

Arcane Discipline. When you make an attack roll as part of casting a sorcerer cantrip you know, you can treat that attack as an attack with a monk weapon for the purpose of your monk features.

Force of Spirit​

3rd-level Path of Mystery feature

Whenever a monk class feature uses your Wisdom modifier, you can use your Charisma modifier instead.

Mystic Conversion​

6th-level Path of Mystery feature

You learn to transform your ki into magical energy, and magical energy back into ki.

As a bonus action, you can expend ki points to create a spell slot, or expend a spell slot to regain ki points.

The cost of creating a spell slot is:

  • 1st level: 2 ki points
  • 2nd level: 3 ki points
  • 3rd level: 5 ki points
  • 4th level: 6 ki points
When you expend a spell slot to regain ki, you regain a number of ki points equal to the slot's level.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

When you finish a long rest, you lose any spell slots you have in excess of the number of spell slots normally granted by your Spellcasting feature.

Arcane Flurry​

11th-level Path of Mystery feature

When you use your Flurry of Blows, you can expend 1 additional ki point to replace one of the unarmed strikes granted by your Flurry of Blows with the casting of a cantrip or a 1st-level spell with a casting time of 1 action.

You expend any spell slot required to cast the spell as normal.

You can replace no more than two unarmed strikes in this way on the same turn.

Monastic Traditions​

17th-level Path of Mystery feature

Your study of mystical disciplines has given you insight into magical traditions far beyond your own.

Choose two spells of 3rd level or lower from any class's spell list. The chosen spells are sorcerer spells for you and don't count against the number of sorcerer spells you know.

You can cast each of these spells once without expending a spell slot. Once you cast one of these spells in this way, you can't cast that spell in this way again until you finish a long rest.

If you are playing the 2024 version, there is no restriction for spell schools, and you replace all instances of Ki Points with Focus Points. (Even though Ki Points sound better.)
 
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Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which must be divination or transmutation spells.
Is there a reason for limiting the spells to certain schools? 5e had the Arcane Trickster that had this and did away with the limits with the new 5.5 one. If it is for more subclass flair and this is how you see it, that is fine, but others might see it as limiting and want a more general monk/sorcerer class and not 'mystery'.

You learn to transform your ki into magical energy, and magical energy back into ki.
This part is cool.

Arcane Flurry​

11th-level Path of Mystery feature

When you use your Flurry of Blows, you can expend 1 additional ki point to replace one of the unarmed strikes granted by your Flurry of Blows with the casting of a cantrip or a 1st-level spell with a casting time of 1 action.

You expend any spell slot required to cast the spell as normal.

You can replace no more than two unarmed strikes in this way on the same turn.
Can we cast 2 spell in the same round now? I like this power, but think only one spell.
 

Is there a reason for limiting the spells to certain schools? 5e had the Arcane Trickster that had this and did away with the limits with the new 5.5 one.

It seems to be verbiage to keep this subclass inline with others in 5e. There is a blurb at the end saying that the restriction does not apply if playing 5.5e, so it’s inline in that case as well.

Can we cast 2 spell in the same round now? I like this power, but think only one spell.

That level 11 feature sounds quite dramatic to me! Though from my reading I did not assume it lifted the restriction on spending no more than one slot per turn. Meaning that if you want to use it twice, it would have to be with one cantrip + 1 slotted spell, or else 2 cantrips.

I feel like this ability grants a fairly sudden power boost given that the subclass does not gain the ability to do this once per turn, e.g., at level 6, as many other classes do.

Casting two cantrips per round, or one slotted spell and one cantrip per round, is not necessarily overpowered, especially given the steep Focus Point cost. Other builds can do it too. But it’s the suddenness of the boost that startles me a bit. Going from a nonmagical flurry to one that casts twice is a big jump.

Arcane Martial Arts​

3rd-level Path of Mystery feature

When you deal damage with a cantrip that requires an attack roll and has a range of 5 feet or less, you can use your Martial Arts die in place of each of the cantrip's normal damage

This level 3 feature is interesting but unfortunately a bit weak I think due to its restrictions. The only candidates it applies to are Shocking Grasp (d8, so it only bumps to d10s at level 11), and Chill Touch (d10, so it only bumps to d12s at level 17). So there is no point in giving it at 3rd level, unless I missed some other spells it can apply to?

If the goal is to boost the damage of these cantrips, then perhaps instead of bumping the damage dice, letting the Monk apply their unarmed strike stat mod to damage would be more appealing? It would come online immediately, at least…
 

You are absolutely right. Should I change it to all cantrips that make an attack roll, or let it apply to other spells as well? I really would like to avoid redesigning the 3rd level features. You are also right about the spell school restrictions. I actually wasn't aware of the one spell-slot per round restriction, but it helps with balance, which was the main worry.
 


Should I change it to all cantrips that make an attack roll, or let it apply to other spells as well? I really would like to avoid redesigning the 3rd level features.

Bah, if we compare to the new WotMA Monk from Arcana Unleashed, which is also a 1/3rd Sorc-based caster subclass, that one gets just the spellcasting at 3rd level.

While the Monk you propose here gets 3 features at 3rd level. So in a sense, the fact the Arcane Martial Arts feature is essentially useless before level 11 does not really matter. It’s just slightly confusing, but at least balance-wise it does not rock the boat. As for the other 3rd level feature, Force of Spirit, I can’t decide if it’s good or bad. For a pure Monk, it’s a bit of a downside compared to the WotMA (which has their spellcasting keyed off of Wis), but for a multi-class build that has other Charisma things going on, Force of Spirit could be very strong (not overly so I think, however, since you would still need Wis 13 for the Monk multi-class)...

In any case, I guess I would suggest either bumping Arcane Martial Arts up to a level where it matters (in addition to whatever you already give at that level), or else delete it entirely.
 

Bah, if we compare to the new WotMA Monk from Arcana Unleashed, which is also a 1/3rd Sorc-based caster subclass, that one gets just the spellcasting at 3rd level.

While the Monk you propose here gets 3 features at 3rd level. So in a sense, the fact the Arcane Martial Arts feature is essentially useless before level 11 does not really matter. It’s just slightly confusing, but at least balance-wise it does not rock the boat. As for the other 3rd level feature, Force of Spirit, I can’t decide if it’s good or bad. For a pure Monk, it’s a bit of a downside compared to the WotMA (which has their spellcasting keyed off of Wis), but for a multi-class build that has other Charisma things going on, Force of Spirit could be very strong (not overly so I think, however, since you would still need Wis 13 for the Monk multi-class)...

In any case, I guess I would suggest either bumping Arcane Martial Arts up to a level where it matters (in addition to whatever you already give at that level), or else delete it entirely.
The goal isn't strictly to increase cantrip damage. I want the spellcasting to feel like spellcasting specifically practiced as a form of martial arts. I agree that the current restriction makes the feature too narrow, though. I'm thinking that I will allow it to apply to any cantrip that requires an attack roll. If actual in gameplay it continues to be to underpowered or if the edit make it over powered, I will adjust it accordingly or otherwise remove it entirely. This was a really good catch, so thanks a million for the feedback.
 

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