(cont.) The spell might also end early.
A successful dispel magic spell used against your astral or physical body ends the spell for you.
If your original body or its astral form drops to 0 hit points, the spell ends for you.
If the spell ends and the silver cord is intact, the cord pulls your astral form back to its body, ending its state of suspended animation.
(cont.) Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane.
If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.
Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends when you use your action to dismiss it. When the spell ends, you return to your physical body, and you awaken.
You project your astral body into the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation - it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot.
This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut —something that can happen only when an effect specifically states that it does— your soul and body are separated, killing you instantly.
You become invisible until the spell ends.
Anything you are wearing or carrying is invisible as long as it is on your person.
The spell ends when you attack or cast a spell.
You have resistance to all damage except force damage.
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.
You can create a blast of compressed air that strikes like a mighty fist.
A creature you choose that is within 30 feet of you must make a Strength saving throw.
On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone.
On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet.
Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn.
A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
A blast of cold air erupts from your hands. Each
creature in a 60-foot cone must make a Constitution saving throw.
A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: you can target one additional humanoid for each additional ki point you spend.
The humanoids must be within 30 feet of each other when you target them.
This spell turns your flesh as hard as stone. Until the spell ends, you have resistance to non-magical bludgeoning, piercing, and slashing damage.
A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw.
On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: the spell's damage increases by 1d8 for each additional ki point you spend.
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: the spell's damage increases by 1d6 for each additional ki point you spend.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw.
A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: the spell's damage increases by 1d8 for each additional ki point you spend.
You transform, along with everything you're wearing and carrying, into a misty cloud. The spell ends if you drop to 0 hit points.
While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and have advantage on Strength, Dexterity, and Constitution saving throws.
You can pass through small holes, narrow openings, and even mere cracks, though liquids are treated as if they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects you were carrying can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells.
You gain a flying speed of 60 feet for the duration.
When the spell ends, you fall if you are still aloft, unless you can stop the fall.
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 thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. 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.
The spell's damage increases by 1d8 for each additional ki point you spend.
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.
Choose an area of ice or water no larger than 30 feet on a side within 120 feet of you.
You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose.
You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension.
For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on.
You can't shape the ice to trap or injure a creature in the area.
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: the spell's damage increases by 1d6 for each additional ki point you spend.
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.
(cont.) 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 crenelations, 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.
You can create a whip of water that shoves and pulls a creature to unbalance it.
A creature that you can see that is within 30 feet of you must make a Dexterity saving throw.
On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you.
On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
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.
Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action.
Unarmed Strike:
1d4 + Dexterity of bludgeoning damage
You can deflect or catch a 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 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.
You can use your action to exhale destructive energy.
When you use your breath weapon, each creature in the area of exhalation must make a Dexterity saving throw. DC = 8 + Con mod + PB.
A creature takes 2d6 lightning damage on a failed save, and half as much on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.