Way of the Wyrm's Fury

The arcane ties that bind all living things in this world extend from the remnants of the Primordial Wyrm, struck down and scattered eons ago. Yet even still, there are those who claim to hear its voice, feel its presence, and harness its power. Through deep meditation and rigorous training, these students of the world channel arcane power in a new way, calling upon their own inner power to utilize magicks yet unknown to them. These students walk the path of the Wyrm until at last the day comes that they too shall take flight.

Stance of the Wyrm

Starting when you choose this tradition at 3rd level, you can manipulate your ki to emulate the strikes of the Wyrm. As a bonus action, you can enter a stance that alters your unarmed strikes for 1 minute, until you end it as a bonus action, or until you are knocked unconcious, whichever comes first. When in this stance, your unarmed strikes now do slashing damage or one type of energy damage (acid, cold, fire, lightning, or poison). The type of damage your strikes deal must be chosen when you enter the stance. The damage done in this stance is the same as your Martial Arts, and scales accordingly. Once you have used this feature, you cannot use it again until you have finished a short or long rest.

At 11th level, your control of your stance grows, granting your unarmed and monk weapon attacks an additional 5 feet of reach while you are in the stance. In addition, while in this stance you may choose to add your Wisdom modifier to the damage of your unarmed strikes.

Spellcasting

When you reach 3rd level, your ki allows you to tap into arcane power, allowing you to augment your martial prowess with 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 two cantrips of your choice from the wizard spells. You learn an additional wizard cantrip of your choice at 10th level.

Flexible Casting. Unlike most spellcasters, your tradition does not grant any traditional spell slots to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of ki points equal to 1+the spell’s level, or higher if you wish to cast the spell at higher levels.

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 abjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Wyrm's Fury Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and can be no higher than the level referenced in the Wyrm's Fury Spellcasting table. 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 abjuration 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, as you harness and channel ki to replicate arcane practices. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, and when making an attack roll with one.