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Elemental Spells, p.1

  • casting timespellcasting
  • range

When you cast a spell using a feature from this class, you ignore any material or verbal component requirements for the spell, and if the spell has only material or verbal components, you substitute them for the somatic component.

Your spell save DC is your Ki save DC, and your spell attack bonus equals your proficiency bonus + your Wisdom modifier.

The ki point cost for casting spells through this subclass equals the level of the spell.

Monk (Four Elements REVISED), 3rd level

Elemental Spells, p.2

  • casting timespellcasting
  • range

Beginning at 5th level in this class, you can spend additional ki points to increase the level of a spell you cast through this subclass, provided the spell has an enhanced effect at a higher level. The spell's level increases by one for each additional ki point you spend.

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost) is determined by your monk level:

- 1 ki points at 3rd level

- 2 ki points at 6th level

- 3 ki points at 9th level

- 4 ki points at 12th level

- 5 ki points at 15th level

- 6 ki points at 18th level

Monk (Four Elements REVISED) 3rd level

Elemental Attunement

  • casting timebonus action
  • range

Beginning when you choose this way at 3rd level, you gain the ability to manipulate the elements around you.

As a bonus action on your turn, you can create one of the following effects:

- You create a harmless sensory effect using the elements around you, such as a puff of air, a shower of sparks, a spray of mist, or a rumbling of stone.

- You instantaneously light or snuff a candle, torch, or other small fire, such as a campfire.

- You can chill or warm up to one pound of nonliving material for up to one hour.

- You can cause earth, fire, air, or water within a one-foot cube to move or shape itself into a crude form you designate for up to one minute.

You can have up to five such effects active at a single time, as long as you maintain your concentration as though you were concentrating on a spell.

Monk (Four Elements REVISED),, 3rd level

Elemental Stance

  • casting timebonus action
  • range

Also at 3rd level, you can use a bonus action to enter an Elemental Stance, synchronizing your ki with one of the four elements.

Each Elemental Stance grants you specific benefits and it lasts until you dismiss it (no action required), until you are incapacitated, or until you switch to a new Elemental Stance as a bonus action on your turn.

You unlock new features of each Elemental Stance when you reach 6th, 11th, and 17th level in this class.

Monk (Four Elements REVISED) 3rd level

Earth's Embrace

  • casting timespellcasting
  • range

Stance of Earth

You can cast the mold earth cantrip.

Stance of Earth (3rd level) 3rd level

Mold Earth

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.

- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Stance of Earth (3rd level) Transmutation cantrip

Rooted Defense

  • casting timepassive
  • range

Stance of Earth

When you move 15 feet or less on your turn, your AC increases by 2. This bonus remains until you move for more than 15 feet in one turn.

Stance of Earth (3rd level),, 3rd level

Stone Anchor

  • casting timepassive
  • range

Stance of Earth

While you are standing on nonmagical earth or stone and have moved 15 feet or less on your turn, you cannot be forcibly pushed or pulled until the beginning of your next turn.

Stance of Earth (3rd level),, 3rd level

Fire's Embrace

  • casting timespellcasting
  • range

Stance of Fire

You can cast the control flames cantrip.

Stance of Fire (3rd level) 3rd level

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Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

- You instantaneously extinguish the flames within the cube.

- You double or halve the area of bright light and dim light cast by the flame, change its color, or both . The change lasts for 1 hour.

- You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Stance of Fire (3rd level),, Transmutation cantrip

Energy Burn

  • casting timeattack
  • range

Stance of Fire

Your unarmed strikes' reach increases by 15 feet, and you can cause their damage type to be fire. If your unarmed strike extends into you expanded reach, the damage must be fire.

Stance of Fire (3rd level), 3rd level

Air's Embrace

  • casting timespellcasting
  • range

Stance of Air

You can cast the gust cantrip.

Stance of Air (3rd level) 3rd level

Gust

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.

- You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Stance of Air (3rd level),, Transmutation cantrip

Flying Leap

  • casting timefree action
  • range

Stance of Air

When you make an attack, you can spend one ki point to fly up to 15 feet. This movement does not provoke opportunity attacks.

Stance of Air (3rd level),, 3rd level

Water's Embrace

  • casting timespellcasting
  • range

Stance of Water

You can cast the shape water cantrip.

Stance of Water (3rd level) 3rd level

Shape Water, p.1

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

-You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

Stance of Water (3rd level), Transmutation cantrip

Shape Water, p.2

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

-You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

-You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Stance of Water (3rd level),, Transmutation cantrip

Surge Assault

  • casting timeattack
  • range

Stance of Water

Your unarmed strikes' reach increases by 15 feet, and you can cause their damage type to be cold. If your unarmed strike extends into you expanded reach, the damage must be cold.

Stance of Water (3rd level), 3rd level

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Elemental Redirection

  • casting timespellcasting
  • range

Beginning at 6th level, you can spend 1 ki point to cast absord elements.

Monk (Four Elements REVISED),, 6th level

Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Four Elements Monk (6th level),, 1st level Abjuration

Carve the Path

  • casting timepassive
  • range

Stance of Earth

You gain a burrowing speed of 20 feet.

Stance of Earth (6th level) 6th level

Stone's Throw

  • casting timeattack
  • range

Stance of Earth

You can attack by throwing rocks. When you do, you make a ranged weapon attack with a short range of 60 feet and a long range of 90 feet. These rocks are monk weapons form you, and count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Stance of Earth (6th level), 6th level

Scathing Will

  • casting timepassive
  • range

Stance of Fire

You add your Wisdom modifier to all fire damage you deal.

Stance of Fire (6th level) 6th level

Inner Flame

  • casting timespellcasting
  • range

Stance of Fire

You can cast the produce flame cantrip, and you can cast it as a bonus action on your turn.

Stance of Fire (6th level),, 6th level

Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Stance of Fire (6th level),, Conjuration cantrip

Dragon's Breath

  • casting timespellcasting
  • range

Stance of Fire

You can spend one ki point to cast burinig hands.

Stance of Fire (6th level) 6th level

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Stance of Fire (6th level),, 1st level Evocation

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Windy Strike

  • casting timespellcasting
  • range

Stance of Air

You can cast the shillelagh cantrip, as the wind itself fuels your strikes.

Stance of Air (6th level),, 6th level

Shillelagh

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Stance of Air (6th level), Transmutation cantrip

Leaf on the Wind

  • casting timepassive
  • range

Stance of Air

You do not take damage as a result of falling while you are not incapacitated.

Stance of Air (6th level) 6th level

Whistling Gale

  • casting timespellcasting
  • range

Stance of Air

You can spend 2 ki point to cast gust of wind.

Stance of Air (6th level) 6th level

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Stance of Air (6th level) 2nd level Evocation

Tendril Form

  • casting timespellcasting
  • range

Stance of Water

You can cast the thorn whip cantrip, ignoring the material component requirement. It manifests as a tendril of water, instead of a thorny vine. You can cast this cantrip as a bonus action on your turn.

Stance of Water (6th level), 6th level

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

the stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Stance of Water (6th level), Transmutation cantrip

Biting Cold

  • casting timespellcasting
  • range

Stance of Water

You can cast the primal savagery cantrip, as claws of frozen, acrid water form on your fingertips. You can cast this cantrip as a bonus action on your turn.

Stance of Water (6th level), 6th level

Primal Savagery

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).

Stance of Water (6th level), Transmutation cantrip

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Ebb and Flow

  • casting timeaction
  • range

Stance of Water

As an action, you can spend 1 ki point to choose an area of water within 120 feet of you that is no larger than 30 feet on a side. You can change water to ice in the are, and vice versa. You can reshape ince in the area in any way you wish. You can raise or lower the elevation of water, ice, or steam, adn you can cause steam, fog, or mist in the area to appear or disperse entirely. You can also dig a trench with the ice or water, but you cannot use the ice or water to cause damage to a creature.

Stance of Water (6th level), 6th level

Elemental Mastery

  • casting timespellcasting
  • range

Starting at 11th level, you can cast mold earth, control flames, gust, and shape water at will, even when you are not in the associated Elemental Stance, and you can cast any of these cantrips as a bonus action.

Monk (Four Elements REVISED) 11th level

Grasping Tomb

  • casting timeaction
  • range

Stance of Earth

As an action, you can spend 3 ki points to choose one creature within 60 feet of you. The creature must make a Dexterity saving throw. On a failure, the creature is grappled and restrained, as the earth itself rises to graps it. A creature that is restrained in this way can use its action to attempt to break free of this effect. The DC for breaking free is your ki save DC. Creatures that are more than 10 feet above the ground automatically succeed on the initial saving throw against this ability.

Stance of Earth (11th level) 11th level

Knock, and It Shall Open

  • casting timespellcasting
  • range

Stance of Earth

You can spend 4 ki points to cast stone shape.

Stance of Earth (11th level),, 11th level

Stone Shape

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

soft clay, which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Stance of Earth (11th level),, 4th level Transmutation

Phoenix Screech

  • casting timespellcasting
  • range

Stance of Fire

You can spend 3 ki points to cast fireball.

Stance of Fire (11th level) 11th level

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Stance of Fire (11th level),, 3rd level Evocation

Sentinel's Breath

  • casting timepassive
  • range

Stance of Air

You can spend 2 ki points to cast warding wind.

Stance of Air (11th level) 11th level

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

- It deafens you and other creatures in its area.

- It extinguishes unprotected flames in its area that are torch-sized or smaller.

- It hedges out vapor, gas, and fog that can be dispersed by strong wind.

- The area is difficult terrain for creatures other than you.

- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Stance of Air (11th level),, 2nd level Evocation

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One with the Water

  • casting timepassive
  • range

Stance of Water

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Stance of Water (11th level),, 11th level

Healing Flow

  • casting timeaction
  • range

Stance of Water

As an action, you can touch a creature's flowing life energy and spend a number of ki points up to your monk level divided by four (rounded down), to augment the creature's natural recovery. For each ki point you spend, a creature spends one hit die and adds its Constitution modifier and your Wisdom modifier to the amount recovered.

Stance of Water (11th level) 11th level

Resurgent Ki

  • casting timespellcasting
  • range

Stance of Water

You can spend 2 ki points to cast lesser restoration.

Stance of Water (11th level) 11th level

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Stance of Water (11th level),, 2nd level Abjuration

Elemental Avatar

  • casting timespellcasting
  • range

Beginning at 17th level, you can cast each of the following spells once: investiture of stone (Stance of Earth), investiture of flame (Stance of Fire), investiture of air (Stance of Air), and investiture of ice (Stance of Water). Once you cast one of these spells using this ability, you become unable to enter the associated Elemental Stance listed alongside it.

You regain the ability to reenter that Elemental Stance after ou finish a short or long rest. You regain the use of all of these spells through this feature after you finish a long rest.

Monk (Four Elements REVISED), 17th level

Investiture of Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

- You are immune to fire damage and have resistance to cold damage.

- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Four Elements Monk (17th level), 6th level Transmutation

Investiture of Ice

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

- You are immune to cold damage and have resistance to fire damage.

- You can move across difficult terrain created by ice or snow without spending extra movement.

- The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.

- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Four Elements Monk (17th level), 6th level Transmutation

Investiture of Stone

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Four Elements Monk (17th level),, 6th level Transmutation

Investiture of Wind

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

- Ranged weapon attacks made against you have disadvantage on the attack roll.

- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Four Elements Monk (17th level), 6th level Transmutation

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Sculpter's Touch

  • casting timespellcasting
  • range

Stance of Earth

You can spend 5 ki points to cast transmute rock.

Stance of Earth (17th level) 17th level

Transmute Rock, p.1

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects:

Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Stance of Earth (17th level) 5th level Transmutation

Transmute Rock, p.2

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Stance of Earth (17th level) 5th level Transmutation

Mason's Hedge

  • casting timespellcasting
  • range

Stance of Earth

You can spend 5 ki points to cast wall of stone.

Stance of Earth (17th level) 17th level

Wall of Stone, p.1

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

Stance of Earth (17th level), 5th level Evocation

Wall of Stone, p.1

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

Stance of Earth (17th level), 5th level Evocation

Wall of Stone, p.2

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Stance of Earth (17th level) 5th level Evocation

Hedge of Passion

  • casting timespellcasting
  • range

Stance of Fire

You can spend 4 ki points to cast wall of fire.

Stance of Fire (17th level) 17th level

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Stance of Fire (17th level), 4th level Evocation

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Guide of the Four Zephyrs

  • casting timespellcasting
  • range

Stance of Air

You can spend 5 ki points to cast control winds.

Stance of Air (17th level) 17th level

Control Winds, p.1

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Stance of Air (17th level) 5th level Transmutation

Control Winds, p.2

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Stance of Air (17th level) 5th level Transmutation

Everflowing Globe

  • casting timespellcasting
  • range

Stance of Water

You can spend 4 ki points to cast watery sphere.

Stance of Water (17th level) 17th level

Watery Sphere, p.1

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

Stance of Water (17th level) 4th level Conjuration

Watery Sphere, p.2

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a droplet of water

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Stance of Water (17th level), 4th level Conjuration

Shadow Arts

  • casting timespellcasting
  • range

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Monk (Shadow),, 3rd level

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Illusion cantrip

Shadow Monk (3rd level) 3rd level

Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.

2nd level Evocation

Shadow Monk (3rd level),, 3rd level

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Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

2nd level Transmutation

Shadow Monk (3rd level) 3rd level

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

2nd level Abjuration

Shadow Monk (3rd level), 3rd level

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

2nd level Illusion

Shadow Monk (3rd level),, 3rd level

Shadow Step

  • casting timebonus action
  • range

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Monk (Shadow), 6th level

Cloak of Shadows

  • casting timeaction
  • range

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area o bright light.

Monk (Shadow),, 11th level

Opportunist

  • casting timereaction
  • range

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Monk (Shadow), 17th level

Radiant Sun Bolt

  • casting timeattack
  • range

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is your Martial Arts die.

When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Monk (Sun Soul),, 3rd level

Searing Arc Strike

  • casting timebonus action
  • range

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action.

You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (rounded down).

Monk (Sun Soul), 6th level

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

1st level Evocation

Sun Soul Monk (6th level),, 6th level

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Searing Sunburst

  • casting timeaction
  • range

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each ki point you spend, up to a maximum of 3, increases the damage by 2d6.

Monk (Sun Soul), 11th level

Sun Shield

  • casting timereaction
  • range

At 17th level, you become wreathed in a magical, luminous aura. You shed bright light in a 30-foot radius and dim light for another 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Monk (Sun Soul) 17th level

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