Way of the Mage Fist

Monks of the Way of the Mage Fist follow a tradition that emphasizes arcane knowledge and an understanding of the workings of magic.


When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Wizard spell list.

Cantrips. You learn three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list. You learn another Wizard cantrip of your choice at 10th level.

Spell Slots. The Mage 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 Grease and have a 1st-level and a 2nd-level spell slot available, you can cast Grease 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 Conjuration and Abjuration spells on the Wizard spell list.

The Spells Known column of the Mage Fist 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 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.

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 inner tranquility and meditation. 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.

Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 0 0 0
4th 3 4 3 0 0 0
5th 3 4 3 0 0 0
6th 3 4 3 0 0 0
7th 3 5 4 2 0 0
8th 3 6 4 2 0 0
9th 3 6 4 2 0 0
10th 4 7 4 3 0 0
11th 4 8 4 3 0 0
12th 4 8 4 3 0 0
13th 4 9 4 3 2 0
14th 4 10 4 3 2 0
15th 4 10 4 3 2 0
16th 4 11 4 3 3 0
17th 4 11 4 3 3 0
18th 4 11 4 3 3 0
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Mage Fist

Starting at 3rd level, you may use your Mage Hand to perform an attack as a bonus action after using the Attack action on your turn - it does the same damage as your unarmed attack (based on the Monk tabl), but uses your Wisdom bonus for its attack and damage instead of Strength or Dexterity. It may move up to 30 feet as part of this action, as for other Mage Hand actions.

Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast Mage Hand andmake two unarmed strikes with it as a bonus action.

Intuitive Casting

At 6th level, you may choose one first-level wizard spell that you do not otherwise know. Instead of casting that spell with a spell slot, you cast it by spending two ki points - you can cast it in this way any number of times.

At 11th level, you may similarly choose a second-level wizard spell - this spell can be cast in the same way by spending four ki points.

You may swap one of your selected spells for another of the same spell level when you gain a Monk level.

Arcane Soul

By 11th level, you have thoroughly harnessed the arcane energies of your own body - you may spend 2 ki to cast a wizard spell that you know with normal casting time of one action as a bonus action instead.

Near-Field Interference

At 17th level, you become able to recognize and interfere with others' spellcasting. When you or or your Mage Hand is adjacent to an enemy that begins casting a spell, you may use your reaction and spend 4 ki to cast Counterspell without using a spell slot.