Arcane Monk Powers (4e Power List)
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Arcane Monk SpellsEdit
The following are Arcane Powers for the Arcane Monk base class.
Level 1 At-Will SpellsEdit
Amble Dance Arcane Monk Attack 1
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Lightning dances on your fingers, and a sudden crack fills the air—leaving your opponent dazed in the fray. | |
At-Will ✦ Arcane, Full Discipline, Implement, Lightning | |
Standard Action | Ranged 5 |
Target: One creature | |
Attack: Dexterity vs. Reflex | |
Hit: 1d10 + Dexterity modifier Lightning damage, and the target is dazed until the end of your next turn. | |
Special: You can use this power as a ranged basic attack |
Aquatic Fury Arcane Monk Attack 1
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You move swiftly and your attacks are a blur. | |
At-Will ✦ Arcane, Full Discipline, Implement | |
Standard Action | Close Burst 1 |
Target: Each creature in burst | |
Attack: Dexterity vs. Reflex | |
Hit: 1d8 + Charisma modifier damage |
Chilling Strike Arcane Monk Attack 1
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You hinder your foe from attacking by making a strike that will turn its weapon into a fragile icicle. | |
At-Will ✦ Arcane, Cold, Full Discipline, Implement | |
Standard Action | Melee 1 |
Target: One Creature | |
Attack: Strength vs. Armor Class | |
Hit: 1d8 + Strength modifier Cold damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. |
Crumbling Ground Arcane Monk Attack 1
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You slam your foot on the ground and the force of the impact upends your foes—leaving the mark of your destruction evident on the ground before you. | |
At-Will ✦ Arcane, Zone | |
Standard Action | Close Burst 2 |
Target: Each creature in burst | |
Attack: Strength vs. Fortitude | |
Hit: 1d8 + Strength modifier damage, and the target is knocked prone. | |
Effect: The attack leaves a zone that lasts until the end of your next turn. Any creature that moves through the zone treats each square as difficult terrain. |
Earthen Fist Arcane Monk Attack 1
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You grab a fistful of rocks and it envelopes your hand like a glove. | |
At-Will ✦ Arcane, Full Discipline, Implement | |
Standard Action | Melee 1 |
Target: One Creature | |
Attack: Strength vs. Armor Class | |
Hit: 2d6 + Strength modifier damage
|
Fiery Might Arcane Monk Attack 1
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Your fist becomes engulfed in a sphere of fire and you smash it against your opponent, setting him on fire. | |
At-Will ✦ Arcane, Fire, Full Discipline, Implement | |
Standard Action | Melee 1 |
Target: One Creature | |
Attack: Strength vs. Fortitude | |
Hit: 1d10 + Strength modifier Fire damage, plus ongoing damage equal to your Charisma modifier. |
Hedging Waters Arcane Monk Attack 1
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You form a barrier of water that repels your foes. You deliver a punishing blow to any that gets too close. | |
At-Will ✦ Arcane, Implement | |
Standard Action | Close burst 2 |
Target: Each creature in burst | |
Effect: The target is pushed 2 squares. Until the end of your next turn, any enemy that makes a melee attack against you takes 1d8 + your Charisma modifier damage. |
Ice Shuriken Arcane Monk Attack 1
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You form a thin piece of ice in mid-air and throw it at your opponents. | |
At-Will ✦ Arcane, Cold | |
Standard Action | Ranged 10 |
Target: One Creature | |
Attack: Dexterity vs. Reflex | |
Hit: 1d6 + Dexterity modifier Cold damage | |
Special: You can use this power as a ranged basic attack |
Ravenous Ends Arcane Monk Attack 1
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You summon a small orb of roiling flames. You kick it and the flames erupt from the orb—engulfing your opponents in a small burst of searing hot flames. | |
At-Will ✦ Arcane, Fire | |
Standard Action | Close burst 2 |
Target: Each creature in burst | |
Attack: Strength vs. Reflex | |
Hit: 1d10 + Strength modifier Fire damage
|
Thunderous Might Arcane Monk Attack 1
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Your fist sends out a skull-cracking wave of sound through your opponent’s bones. | |
At-Will ✦ Arcane, Full Discipline, Thunder | |
Standard Action | Melee 1 |
Target: One Creature | |
Attack: Strength vs. Fortitude | |
Hit: 2d6 + Strength modifier Thunder damage, and the target is dazed (save ends). |
Wind Javelin Arcane Monk Attack 1
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You create a thin shaft of wind and throw it at your foe. | |
At-Will ✦ Arcane, Implement | |
Standard Action | Ranged 5 |
Target: One creature in range | |
Attack: Dexterity vs. Reflex | |
Hit: 1d10 + Dexterity modifier damage, and the target is pushed 1 square. | |
Special: You can use this power as a ranged basic attack |
Wisping Winds Arcane Monk Attack 1
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You snap your wrist and a flurry of wind escapes from your arm—blowing your adversaries away from you. | |
At-Will ✦ Arcane, Full Discipline, Implement | |
Standard Action | Close burst 2 |
Target: Each creature in burst | |
Attack: Dexterity vs. Reflex | |
Hit: 1d8 + Dexterity modifier damage, and the target is pushed 1 square. |
Level 1 Encounter SpellsEdit
None
Level 1 Daily SpellsEdit
None
Level 2 Utility SpellsEdit
At-WillEdit
None
EncounterEdit
None
DailyEdit
None
Level 3 Encounter SpellsEdit
None
Level 5 Daily SpellsEdit
None
Level 6 Utility SpellsEdit
At-WillEdit
None
EncounterEdit
None
DailyEdit
None
Level 7 Encounter SpellsEdit
None
Level 9 Daily SpellsEdit
Aquatic Shell Arcane Monk Attack 9
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You create a mimic of yourself. After your foes have taken the bait, you appear out from behind and you deliver a surprising, punishing blow to each one within arm’s reach. | |
Daily ✦ Arcane, Implement, Stance | |
Special: Before the attack, you create a mimic of yourself and place it on your square as a minor action. You then gain concealment and remain within 5 squares of the mimic. When an enemy approaches and attacks the mimic, you reappear behind the enemy and make the following attack. | |
Immediate Interrupt | Close Burst 1 |
Trigger: An enemy attacks the mimic (Ranged, close or area attacks do not trigger the attack unless the enemy uses such attack adjacent to the mimic. You also lose concealment when this attack is triggered). | |
Special: The mimic is treated as an ally for the purpose of flanking. | |
Target: Each creature in burst | |
Attack: Charisma vs. Reflex | |
Hit: 3d6 + Charisma modifier damage, and the target takes a -2 penalty to all defenses (save ends). | |
Effect: Until the stance ends, once you resolve the effects of the attack, you gain concealment until the mimic is attacked again. The mimic also stays in its place or you can create a new mimic on your square as a minor action. You must remain within 5 squares of the mimic—if you move more than 5 squares from the mimic, it disappears and the stance ends immediately. |
Level 10 Utility SpellsEdit
At-WillEdit
None
EncounterEdit
None
DailyEdit
None
Level 13 Encounter SpellsEdit
None
Level 15 Daily SpellsEdit
None
Level 16 Utility SpellsEdit
At-WillEdit
None
EncounterEdit
None
DailyEdit
None
Level 17 Encounter SpellsEdit
None
Level 19 Daily SpellsEdit
None
Level 22 Utility SpellsEdit
At-WillEdit
None
EncounterEdit
None
DailyEdit
None
Level 23 Encounter SpellsEdit
None
Level 25 Daily SpellsEdit
None
Level 27 Encounter SpellsEdit
None
Level 29 Daily SpellsEdit
None
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