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Unarmored Defense

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Monk 1st level Monk

Martial Arts

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This becomes a d6 at level 5, a d8 at level 11, and a d10 at level 17.
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Monk 2nd level Monk

Ki

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, calculated as monk level + 2 Ki points.
You can spend these points to fuel various ki features. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Monk 2nd level Monk

Flurry of Blows

  • casting time1 (attack) action
  • range5 feet

  • componentsM (Ki)
  • durationInstantaneous

(1 Ki Point)Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Monk 2nd level Ki Feature

Patient Defense

  • casting time1 bonus action
  • rangeSelf

  • componentsM (Ki)
  • duration1 round

(1 Ki Point)You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in Conditions ) or if your speed drops to 0.

Monk 2nd level Ki Feature

Step of the Wind

  • casting time1 bonus action
  • rangeSelf

  • componentsM (Ki)
  • duration1 round

(1 Ki Point)You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. Any increase or decrease to your speed changes this additional movement by the same amount.

Monk 2nd level Ki Feature

Unarmored Movement

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases to 15 feet at 6th level, 20 feet at 10th level, 25 feet at 14th level, and 30 feet at 18th level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monk 2nd level Monk

Dedicated Weapon

  • casting time1 action
  • rangeTouch

  • components-
  • durationPassive

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
• The weapon must be a simple or martial weapon.
• You must be proficient with it.
• It must lack the heavy and special properties.

Monk 2nd level Monk

Deflect Missiles

  • casting time1 reaction
  • rangeSelf

  • components-
  • durationInstantaneous

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monk 3rd level Monk

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Ki-Fueled Attack

  • casting time1 bonus action
  • range5 feet

  • componentsSpecial
  • durationInstantaneous

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Monk 3rd level Monk

Slow Fall

  • casting time1 reaction
  • rangeSelf

  • components-
  • durationInstantaneous

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Monk 4th level Monk

Quickened Healing

  • casting time1 action
  • rangeSelf

  • componentsM (Ki)
  • durationInstantaneous

(2 Ki Points)You can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Monk 4th level Ki Feature

Extra Attack

  • casting time1 action
  • rangeSelf

  • components-
  • durationInstantaneous

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Monk 5th level Monk

Stunning Strike

  • casting time1 (attack) action
  • rangeMelee Weapon

  • componentsM (Ki)
  • durationInstantaneous

(1 Ki Point)You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Monk 5th level Ki Feature

Focused Aim

  • casting time1 (attack) action
  • range-

  • componentsM (Ki)
  • duration-

(1-3 Ki Points)When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Monk 5th level Ki Feature

Ki-Empowered Strikes

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monk 6th level Monk

Evasion

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Monk 7th level Monk

Stillness of Mind

  • casting time1 action
  • rangeSelf

  • components-
  • durationInstantaneous

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Monk 7th level Monk

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Purity of Body

  • casting time-
  • rangeSelf

  • components-
  • durationPassive

Your mastery of the ki flowing through you makes you immune to disease and poison.

Monk 10th level Monk

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

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

Monk (Shadow) Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

illusion becomes faint to the creature.

Monk (Shadow) Illusion cantrip

Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M (Ki)
  • durationConcentration, up to 10 minutes

2 Ki Points

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.

Monk (Shadow) 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (Ki)
  • duration8 hours

2 Ki Points

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.

Monk (Shadow) 2nd level Transmutation

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (Ki)
  • durationConcentration, up to 1 hour

2 Ki Points

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.

Monk (Shadow) 2nd level Abjuration

Silence

  • casting time1 action
  • range120 feet

  • componentsV, S, M (Ki)
  • durationConcentration, up to 10 minutes

2 Ki Points

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.

Monk (Shadow) 2nd level Illusion

Shadow Step

  • casting time1 bonus action
  • range60 feet

  • components-
  • durationInstantaneous

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 Monk

Cloak of Shadows

  • casting time1 action
  • rangeSelf

  • components-
  • durationSpecial

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 of bright light.

Monk (Shadow) 11th level Monk

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