Monk
Monk
Level | PB | Features | Martial Arts Die | Monk Distance | Ki Points | Stances Known |
---|---|---|---|---|---|---|
1st | +2 | Martial Arts, Unarmored Defense, Unarmored Movement | d4 | 5 ft. | — | — |
2nd | +2 | Ki | d4 | 10 ft. | Wis (min. 1) | — |
3rd | +2 | Stances, Monastic Tradition | d4 | 10 ft. | Wis (min. 1) | 2 |
4th | +2 | Ability Score Improvement, Slow Fall | d4 | 10 ft. | Wis (min. 1) | 2 |
5th | +3 | Extra Attack | d6 | 10 ft. | 2 × Wis (min. 2) | 3 |
6th | +3 | Monastic Tradition feature | d6 | 15 ft. | 2 × Wis (min. 2) | 3 |
7th | +3 | Evasion | d6 | 15 ft. | 2 × Wis (min. 2) | 3 |
8th | +3 | Ability Score Improvement, Unseen Force | d6 | 15 ft. | 2 × Wis (min. 2) | 3 |
9th | +4 | Extra Reaction | d6 | 15 ft. | 3 × Wis (min. 3) | 4 |
10th | +4 | Monastic Tradition feature | d6 | 20 ft. | 3 × Wis (min. 3) | 4 |
11th | +4 | Flurry of Blows | d8 | 20 ft. | 3 × Wis (min. 3) | 4 |
12th | +4 | Ability Score Improvement, Universal Language | d8 | 20 ft. | 3 × Wis (min. 3) | 4 |
13th | +5 | Purity of Body and Mind | d8 | 20 ft. | 4 × Wis (min. 4) | 5 |
14th | +5 | Monastic Tradition feature | d8 | 25 ft. | 4 × Wis (min. 4) | 5 |
15th | +5 | Force of Will | d8 | 25 ft. | 4 × Wis (min. 4) | 5 |
16th | +5 | Ability Score Improvement, Want for Nothing | d8 | 25 ft. | 4 × Wis (min. 4) | 5 |
17th | +6 | Transcendant Stance | d10 | 25 ft. | 5 × Wis (min. 5) | 6 |
18th | +6 | The World as It Is | d10 | 30 ft. | 5 × Wis (min. 5) | 6 |
19th | +6 | Greater Ability Score Improvement, Inviolable Rest | d10 | 30 ft. | 5 × Wis (min. 5) | 6 |
20th | +6 | Enlightenment | d10 | 30 ft. | 5 × Wis (min. 5) | 6 |
Class Features
Hit Points
Hit Points at 1st Level: 18
Hit Points Gained at Each Monk Level After 1st: 8
Proficiencies
Weapons: Simple weapons, shortswords
Tools: One type of artisan's tools or musical instrument of your choice
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Multiclassing
Equipment
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Unarmored Defense
Martial Arts
- You can use Dexterity instead of Strength for the attack and damage rolls of your monk weapons.
- You can replace your passive Athletics score with your Martial Arts DC (see below) when determining the DC to resist your push, pull, and trip attacks, as well as escaping your grapple.
- When you roll damage for a monk weapon, you can replace the weapon's damage die (if it has one) with your Martial Arts die. This die starts as a d4 and changes as you gain monk levels, as shown in the Martial Arts Die column of the Monk table.
- When you make an offhand attack using the light property to make an unarmed strike, the attack's damage isn't halved.
Unarmored Movement
Ki
Ki Strikes
- Topple. The target must succeed on a Strength or Dexterity saving throw (its choice) against your Martial Arts DC or be knocked prone.
- Push. The target is pushed up to 5 feet away from you.
- Feint. The target flinches, using a reaction (if available) to do nothing.
Deflect Attack
Evasive Steps
Stances
- While in an offensive stance, you don't need to spend a ki point to use Ki Strikes the first time you use it during that stance.
- While in a defensive stance, you don't need to spend a ki point to use Deflect Attack.
- While in an agile stance, you don't need to spend a ki point to use Evasive Steps.
Monk Level ▼ | Stance | Poise |
---|---|---|
3rd | Standing Ram | offensive |
3rd | Strangling Serpent | offensive |
3rd | Peaceful Arbiter | defensive |
3rd | Seeking Hornet | offensive |
3rd | Patient Defense | defensive |
3rd | Rooted Oak | defensive |
3rd | Step of the Wind | agile |
5th | Vigilant Mantis | offensive |
5th | Tailwind Stride | agile |
5th | Blind Bat | defensive |
5th | Ascending Spider | agile |
9th | Wrathful Nimbus | offensive |
9th | Wailing Banshee | offensive |
9th | Shimmering Fist | offensive |
9th | Unbreakable Golem | defensive |
9th | Inscrutable Sphinx | defensive |
9th | Revelling Fey | defensive |
9th | Spirit Step | agile |
13th | Blazing Dragon | offensive |
Monastic Tradition
Way of Peace
Pacifist
Resolution without Weapons
Soothing Touch
- If the target has 0 hit points, it is stabilized.
- By spending 1 ki point, you cast sanctuary on the target. When cast in this way, the spell has only somatic components instead of its usual components, it has a duration of 1 hour, and you use your Martial Arts DC for the spell save DC. Additionally, for the duration of the spell, the target can roll your Martial Arts die each time it makes a saving throw and add the number rolled to its save.
- By spending 1 ki point, you cause the target to regain a number of hit points equal to a roll of your Martial Arts die + your Wisdom score.
Merciful Defeat
Protective Deflection
Tranquilizing Touch
- You cast calm emotions on the target. When you cast the spell in this way, it has somatic components instead of its usual components, it doesn't require concentration, its usual range doesn't apply, and you use your Martial Arts DC for the spell save DC.
Way of Piety
Spellcasting
Monk Level | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Guidance | Divination | |||
Cantrip | Light | Evocation | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Resistance | Abjuration | |||
Cantrip | Sacred Flame | Evocation | |||
Cantrip | Spare the Dying | Necromancy | |||
Cantrip | Thaumaturgy | Transmutation | |||
Cantrip | Toll the Dead | Necromancy | |||
Cantrip | Word of Radiance | Evocation | |||
1st | Bane | concentration | Enchantment | ||
1st | Bless | concentration | Enchantment | ||
1st | Command | Enchantment | |||
1st | Create or Destroy Water | Transmutation | |||
1st | Cure Wounds | Evocation | |||
1st | Detect Evil and Good | concentration | Divination | ||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Detect Poison and Disease | ritual | concentration | Divination | |
1st | Guiding Bolt | Evocation | |||
1st | Healing Word | Evocation | |||
1st | Inflict Wounds | Necromancy | |||
1st | Protection from Evil and Good | concentration | Abjuration | ||
1st | Purify Food and Drink | ritual | Transmutation | ||
1st | Sanctuary | Abjuration | |||
1st | Shield of Faith | concentration | Abjuration | ||
2nd | Aid | Abjuration | |||
2nd | Augury | ritual | Divination | ||
2nd | Blindness/Deafness | Necromancy | |||
2nd | Calm Emotions | concentration | Enchantment | ||
2nd | Continual Flame | Evocation | |||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Find Traps | Divination | |||
2nd | Gentle Repose | ritual | Necromancy | ||
2nd | Hold Person | concentration | Enchantment | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Prayer of Healing | Evocation | |||
2nd | Protection from Poison | Abjuration | |||
2nd | Silence | ritual | concentration | Illusion | |
2nd | Spiritual Weapon | concentration | Evocation | ||
2nd | Warding Bond | Abjuration | |||
3rd | Aura of Vitality | concentration | Evocation | ||
3rd | Beacon of Hope | concentration | Abjuration | ||
3rd | Bestow Curse | concentration | Necromancy | curse | |
3rd | Clairvoyance | concentration | Divination | ||
3rd | Create Food and Water | Conjuration | |||
3rd | Daylight | Evocation | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Feign Death | ritual | Necromancy | ||
3rd | Glyph of Warding | Abjuration | |||
3rd | Grim Apparitions | concentration | Necromancy | ||
3rd | Life Transference | Necromancy | |||
3rd | Magic Circle | Abjuration | |||
3rd | Mass Healing Word | Evocation | |||
3rd | Meld into Stone | ritual | Transmutation | ||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Remove Curse | Abjuration | |||
3rd | Revivify | Necromancy | |||
3rd | Speak with Dead | Necromancy | |||
3rd | Tongues | Divination | |||
3rd | Water Walk | ritual | Transmutation | ||
4th | Aura of Life | concentration | Abjuration | ||
4th | Aura of Purity | concentration | Abjuration | ||
4th | Banishment | concentration | Abjuration | ||
4th | Control Water | concentration | Transmutation | ||
4th | Death Ward | Abjuration | |||
4th | Divination | ritual | Divination | ||
4th | Freedom of Movement | Abjuration | |||
4th | Locate | concentration | Divination | ||
4th | Stone Shape | Transmutation | |||
5th | Commune | ritual | Divination | ||
5th | Contagion | Necromancy | |||
5th | Dawn | concentration | Evocation | ||
5th | Dispel Evil and Good | concentration | Abjuration | ||
5th | Flame Strike | Evocation | |||
5th | Geas | Enchantment | curse | ||
5th | Greater Restoration | Abjuration | |||
5th | Hallow | Evocation | |||
5th | Insect Plague | concentration | Conjuration | ||
5th | Legend Lore | Divination | |||
5th | Mass Cure Wounds | Evocation | |||
5th | Planar Binding | Abjuration | |||
5th | Raise Dead | Necromancy | |||
5th | Scrying | concentration | Divination | ||
6th | Blade Barrier | concentration | Evocation | ||
6th | Find the Path | concentration | Divination | ||
6th | Forbiddance | ritual | Abjuration | ||
6th | Harm | Necromancy | |||
6th | Heal | Evocation | |||
6th | Heroes' Feast | Conjuration | |||
6th | Summon Celestial | concentration | Conjuration | ||
6th | Sunbeam | concentration | Evocation | ||
6th | True Seeing | Divination | |||
6th | Word of Recall | Conjuration | |||
7th | Divine Word | Evocation | |||
7th | Etherealness | Transmutation | |||
7th | Fire Storm | Evocation | |||
7th | Plane Shift | Conjuration | |||
7th | Regenerate | Transmutation | |||
7th | Resurrection | Necromancy | |||
7th | Symbol | Abjuration | |||
7th | Temple of the Gods | Conjuration | |||
8th | Antimagic Field | concentration | Abjuration | ||
8th | Control Weather | concentration | Transmutation | ||
8th | Earthquake | concentration | Evocation | ||
8th | Holy Aura | concentration | Abjuration | ||
8th | Sunburst | Evocation | |||
9th | Astral Projection | Necromancy | |||
9th | Gate | concentration | Conjuration | ||
9th | Mass Heal | Evocation | |||
9th | Power Word Heal | Evocation | |||
9th | True Resurrection | Necromancy |
Humble Servant
Follower of the Scriptures
Ki-Empowered Spells
Heavenly Forms
- Your eyes and fists emit a luminous mist. You can deal radiant damage instead of bludgeoning damage with your unarmed strikes, and you gain darkvision (300 ft.). This darkvision can penetrate magical darkness.
- A glowing halo crowns your head. When an enemy that can see you starts its turn within your Monk Distance of you, it must succeed on a Wisdom saving throw against your Martial Arts DC or be taunted by you until the start of its next turn.
- Ethereal wings manifest around you, granting you a fly speed of twice your Monk Distance. This fly speed has an altitude limit of 30 feet.
Hidden Revelations
Unwavering Dedication
- You are immune to the charmed and frightened conditions.
- Choose Religion, Persuasion, or the artisan's tools you chose as part of your Humble Servant feature. You gain expertise in the chosen skill or tool.
- When you spend the last divine ki point in the reserve created by your Follower of the Scriptures feature, roll a d20. On a 10 or higher, you regain 1 divine ki point. If you roll a 20, you regain all of them, up to the amount the reserve started with.
Way of Shadow
Shadow Arts
- You have advantage on Stealth checks while in dim light or darkness.
- You gain darkvision (60 ft.). This darkvision enables you to see through magical darkness.
- You can cast darkness once with this feature as a minor action, regaining the ability to do so when you finish a short or long rest. When you cast the spell in this way, it requires somatic components instead of its usual components, and you must spend 1 ki point at the start of each of your turns to maintain concentration on it.
Step through Shadows
Blend into Darkness
Tormenting Shadows
Way of the Third Eye
True Psion
Vision of the Third Eye
- Shifting your attention to another creature is a minor action instead of a standard action.
- Probing deeper into a creature's thoughts is a minor action instead of a standard action.
- The mindsense granted by the spell counts as a form of sight for the purpose of targeting creatures with your psionic spells.
Assault the Mind
Mental Defenses
Pierce the Mind
Revelations of the Third Eye
- When you successfully probe a creature's thoughts with it, you can glean insight into its next actions. Until the end of its next turn, the target has disadvantage on attack rolls against you, and you have advantage on saving throws against effects it creates.
- The spell doesn't end when a creature resists your probes into its mind.
Way of the Open Hand
Open Hand Technique
Resonant Ki
- Offensive. One creature (you or the target, your choice) adds a roll of your Martial Arts die to each attack roll it makes. The other creature subtracts a roll from each attack it makes.
- Defensive. One creature (you or the target, your choice) adds a roll of your Martial Arts die to each saving throw it makes. The other creature subtracts a roll from each saving throw it makes.
- Agile. The speed of one creature (you or the target, your choice) is reduced by your Monk Distance. The other creature gains a bonus to its speed equal to your Monk Distance.
Resonant Healing
Trace the Ripples
Lingering Resonance
Lethal Cessation
Way of the Four Elements
Control Elements
Elemental Stances
Elemental Infusion
Elemental Eruption
Current Element | Spells |
---|---|
Air | cone of cold, warding wind (5th-level) |
Earth | erupting earth (5th-level), wall of stone |
Fire | flaming sphere (5th-level), fireball (5th-level) |
Water | maelstrom, binding ice (5th-level) |
Elemental Harmony
Ability Score Improvement
Slow Fall
Extra Attack
Evasion
Unseen Force
Extra Reaction
Flurry of Blows
Universal Language
Purity of Body and Mind
Force of Will
Want for Nothing
Transcendant Stance
Monk Level ▼ | Stance | Poise |
---|---|---|
17th | Empty Body | transcendant |
17th | Prescient Sage | transcendant |
17th | Amaranthine Wanderer | transcendant |
The World as It Is
Inviolable Rest
Greater Ability Score Improvement
Enlightenment
Shortsword
Damage: 1d6 piercing
Weight: 2 lb.
Properties: hydrodynamic, finesse, light
Hydrodynamic
Finesse
Light
Dart
Damage: 1d4 piercing
Weight: 1/4 lb.
Properties: light, thrown (20/60 ft.)
Thrown
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
Causes of This Condition
Standing Ram
Poise: offensive
Passive. Your strikes can transmute ki into an overwhelming amount of momentum. When you use the Push option of your Ki Strikes, you can force the target to make a Strength saving throw against your Martial Arts DC. On a failed save, the maximum distance you can push the target increases by your Monk Distance. You can still push the target up to 5 feet if it succeeds on the save.
Active (1 Ki). When you use the Push option of your Ki Strikes, you can augment it with bonebreaking force. If the forced movement of the push is blocked, such as by a wall or another creature, both the target and the obstacle take bludgeoning damage equal to a roll of your Martial Arts die.
Strangling Serpent
Poise: offensive
Passive. You can cause a creature grappled by you to suffer ongoing bludgeoning damage. Use your Martial Arts die for the damage roll.
Active (1 Ki). When a creature escapes your grapple, you can make an opportunity attack against it with a monk weapon.
Ongoing Damage
Opportunity Attack
Vigilant Mantis
Poise: offensive
Passive. Any expenditure of movement—including standing up from prone—within the reach of one of your monk weapons provokes an opportunity attack from you, even if the triggering creature took the Disengage action.
Active (2 Ki). When you hit a creature with an opportunity attack, you can force it to make a Constitution saving throw against your Martial Arts DC. On a failed save, the target is slowed until the end of your next turn.
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
Peaceful Arbiter
Poise: defensive
Passive. When you use Deflect Attack to reduce the damage of a melee weapon attack, you can force the attacker to make a Strength saving throw against your Martial Arts DC. On a failed save, the attacker is disarmed of the weapon used in the attack. If the weapon is an item, you knock the item away in a direction of your choice up to your Monk Distance. If the weapon is a natural weapon, the attacker has disadvantage on attacks made with it until the end of its next turn.
Active (1 Ki). When you hit a creature with a monk weapon and would deal damage, you can forego dealing damage to attempt to disarm the target. The target must make a Strength saving throw or be disarmed as above. You choose which item or natural weapon to affect; the item need not be a weapon.
Wrathful Nimbus
Poise: offensive
Passive. When you would deal bludgeoning, piercing, or slashing damage with a monk weapon, you can deal lightning damage instead. If you do so, you can cause the lightning to arc to another creature within 10 feet of the first target, dealing lightning damage equal to a roll of your Martial Arts die to the second creature.
Active (3 Ki). When you deal lightning damage to a creature with a monk weapon, you can channel extra ki into the electrical energy of the strike. The target takes extra lightning damage equal to 3 rolls of your Martial Arts die, and it must succeed on a Constitution saving throw against your Martial Arts DC or be stunned until the end of your next turn.
Stunned
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Wailing Banshee
Poise: offensive
Passive. Your demeanor evokes a chill aura. When you would deal bludgeoning, piercing, or slashing damage with a monk weapon, you can deal necrotic damage instead. If you do so, the target has disadvantage on saving throws against being frightened until the end of your next turn.
Active (3 Ki). You let out a blood-curdling shriek as a standard action. Each enemy within your Monk Distance of you that can hear you must make a Wisdom saving throw against your Martial Arts DC. On a failed save, a target takes necrotic damage equal to 2 rolls of your Martial Arts die and is frightened of you until the end of your next turn. On a successful save, a target takes half damage and isn't frightened.
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
Seeking Hornet
Poise: offensive
Passive. When you take the Charge, you don't have to move in a straight line, your movement doesn't provoke opportunity attacks, and you don't suffer the usual ill effects afterwards.
Active (1 Ki). When you take the Charge action and make an attack with a monk weapon, you can gain advantage on the attack roll. If it hits, it is a critical hit.
Blazing Dragon
Poise: offensive
Passive. Fire smolders in your breath and around your fists. When you would deal bludgeoning, piercing, or slashing damage with a monk weapon, you can deal fire damage instead. If you do so, add your Martial Arts die to the damage roll. This damage ignores fire resistance.
Active (4 Ki). You exhale a torrent of flames as a standard action. The flames fill a cone as long as your Monk Distance. Each target in the cone must make a Constitution saving throw against your Martial Arts DC. On a failed save, a target takes fire damage equal to 4 rolls of your Martial Arts die and loses its fire resistance (if any) until the end of your next turn. A target takes half damage on a successful save and doesn't lose its resistance. This damage ignores fire resistance.
Tailwind Stride
Poise: agile
Passive. When you move, you can cause winds to lift and carry a creature within 5 feet of you. The creature must be willing, and it must be your size or smaller. The winds keep the creature within 5 feet of you as you move. The winds safely lower the target at the end of your movement up to 30 feet downwards, after which the target falls if it's not on the ground yet.
Active (2 Ki). When you move, you can gain a fly speed equal to twice your Monk Distance until the end of the current turn.
Falling
Break Fall
Fly
Other Movement Modes (+1 Cost): Sneaking
Flying
Sneaking
Shimmering Fist
Poise: offensive
Passive. Your fists shimmer with an eerie light. When you would deal bludgeoning damage to a creature with an unarmed strike, you can change the damage type to psychic. If the target is concentrating when it takes this damage, it takes extra psychic damage equal to a roll of your Martial Arts die, and it has disadvantage on its saving throw to maintain concentration.
Active (3 Ki). When you deal psychic damage to a creature with an unarmed strike, you can force the target to make a Wisdom saving throw against your Martial Arts DC. On a failed save, the target is dazed until the end of your next turn. The target can't concentrate or cast spells while dazed in this way.
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Patient Defense
Poise: defensive
Passive. You wait for the next strike to come. When you are about to be attacked by a creature you can see, or when you are forced to make a Dexterity saving throw against an effect you can see, you can end this stance. If you do so, the attack roll is made with disadvantage, or you have advantage on the saving throw.
Active (1 Ki). By focusing your ki, you don't have to end the stance when you use its passive benefit.
Blind Bat
Poise: defensive
Passive. Concentrating on the faintest sounds, you have blindsight (5 ft.) as long as you can hear.
Active (2 Ki). As a minor action, you emit a sound and focus deeply on its echoes. If you can hear, the range of your blindsight increases to twice your Monk Distance until the end of the current turn.
Blindsight
Rooted Oak
Poise: defensive
Passive. You are immune to forced movement, and you can't be knocked prone.
Active (1 Ki). When you would take damage from an effect that also causes its targets to be moved or knocked prone, you can use your reaction to take half damage and cause a cone of force to rebound back at the source of the effect. The cone's length is up to your Monk Distance, and each target in the cone takes force damage equal to a roll of your Martial Arts die.
Unbreakable Golem
Poise: defensive
Passive. When you adopt this stance, you gain a number of temporary hit points equal to a roll of your Martial Arts die. These temporary hit points last for the duration of the stance, and you have resistance to bludgeoning, piercing, and slashing damage while they remain.
Active (3 Ki). When you would take damage, you can use a reaction to reduce the damage dealt by two rolls of your Martial Arts die.
Inscrutable Sphinx
Poise: defensive
Passive. You have resistance against psychic damage, nothing can sense your emotions or read your thoughts, and you can block telepathy directed at you.
Active (3 Ki). After you make an Intelligence, Wisdom, or Charisma saving throw but before your DM tells you whether it succeeds or fails, you can add a roll of your Martial Arts die to the save.
Revelling Fey
Poise: defensive
Passive. You can't attack or cast spells as you frolic and dance. When a creature would target you with a harmful spell or force you to make a saving throw against a harmful effect, it must first make a Charisma saving throw against your Martial Arts DC. Until the end of the turn, the creature is charmed by you on a failed save, or immune to this effect on a success.
Active (3 Ki). As a repeatable minor action, you overpower fear with merriment, touching a willing creature of your choice within 5 feet of you. Any effect causing the target to be frightened ends.
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Step of the Wind
Poise: agile
Passive. When jumping, you automatically gain the benefits of a running start, and you add your Monk Distance to the maximum jump distance,
Active (1 Ki). You jump from midair, spending movement as normal.
Ascending Spider
Poise: agile
Passive. You have a climb speed equal to your walk speed. This climb speed allows you to move across any solid surface, even upside-down, with your hands free, although you fall at the end of the turn unless you hold on, as usual.
Active (2 Ki). When you are climbing hands-free using this stance's passive benefit, you can choose not to fall at the end of the turn. You can remain hands-free on the surface until the start of your next turn as long as you remain in this stance.
Climb
Other Movement Modes (+1 Cost): Sneaking
Climbing
Jumping
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Spirit Step
Poise: agile
Passive. You seem to flicker in and out of reality as you move. You are immune to being grappled and restrained.
Active (3 Ki). You teleport up to your Monk Distance.
Sanctuary
V, S, M (a small silver mirror)
1 minute
1 minor action
30 feet
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
Calm Emotions
V, S
Up to 1 minute
1 standard action
60 feet
Aid
V, S, M (a tiny strip of white cloth)
Instantaneous
1 standard action
30 feet
Antimagic Field
V, S, M (a pinch of powdered iron or iron filings)
Up to 1 hour
1 standard action
Self
Astral Projection
V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
Special
1 hour
10 feet
Augury
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Instantaneous
1 minute
Self
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad
Aura of Life
V
Up to 10 minutes
1 standard action
Self
Aura of Purity
V
Up to 10 minutes
1 standard action
Self
Aura of Vitality
V
Up to 1 minute
1 standard action
Self
Bane
V, S, M (a drop of blood)
Up to 1 minute
1 standard action
30 feet
Banishment
V, S, M (an item distasteful to the target)
Up to 1 minute
1 standard action
60 feet
Beacon of Hope
V, S
Up to 1 minute
1 standard action
30 feet
Bestow Curse
V, S
Up to 1 minute
1 standard action
Touch
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes a standard action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
Blade Barrier
V, S
Up to 10 minutes
1 standard action
90 feet
Cover
Half Cover
Three-Quarters Cover
Total Cover
Difficult Terrain
Bless
V, S, M (a sprinkling of holy water)
Up to 1 minute
1 standard action
30 feet
Blindness/Deafness
V
1 minute
1 standard action
30 feet
Clairvoyance
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Up to 10 minutes
10 minutes
1 mile
Invisible
Effects of This Condition
Hide
Obscured
Lightly Obscured
Heavily Obscured
Command
V
1 round
1 standard action
60 feet
Commune
V, S, M (incense and a vial of holy or unholy water)
1 minute
1 minute
Self
Contagion
V, S
7 days
1 standard action
Touch
Diseased
Effects of This Condition
- You have disadvantage on Constitution attack rolls, ability checks, and saving throws.
- You can't regain hit points.
Weakened
Effects of This Condition
- You have disadvantage on Strength attack rolls, ability checks, and saving throws.
- Your weapon attacks deal half damage.
Addled
Effects of This Condition
- You have disadvantage on Intelligence attack rolls, ability checks, and saving throws.
- You can't maintain concentration or take reactions.
Confusion
V, S, M (three nut shells)
Up to 1 minute
1 standard action
90 feet
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take a standard action this turn. |
2-6 | The creature doesn't take actions this turn. |
7-8 | The creature uses a standard action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. |
Inebriated
Effects of This Condition
- You have disadvantage on Wisdom attack rolls, ability checks, and saving throws.
- The range of each of your special senses is halved.
Gentled
Effects of This Condition
- You have disadvantage on Charisma attack rolls, ability checks, and saving throws.
- On each of your turns, you have one less action point.
Continual Flame
V, S, M (ruby dust worth 50 gp, which the spell consumes)
Until dispelled
1 standard action
Touch
Control Water
V, S, M (a drop of water and a pinch of dust)
Up to 10 minutes
1 standard action
300 feet
Control Weather
V, S, M (burning incense and bits of earth and wood mixed in water)
Up to 8 hours
10 minutes
Self
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Stage | Condition |
---|---|
1 | Calm |
2 | Moderate wind |
3 | Strong wind |
4 | Gale |
5 | Storm |
Create Food and Water
V, S
Instantaneous
1 standard action
30 feet
Create or Destroy Water
V, S, M (a drop of water if creating water, or a few grains of sand if destroying it)
Instantaneous
1 standard action
30 feet
Cure Wounds
V, S
Instantaneous
1 standard action
Touch
Dawn
V, S, M (a sunburst pendant worth at least 100 gp)
Up to 1 minute
1 standard action
60 feet
Light
Bright Light
Dim Light
Darkness
Daylight
V, S
1 hour
1 standard action
60 feet
Death Ward
V, S
Until the target finishes a long rest
1 standard action
Touch
Detect Evil and Good
V, S
Up to 10 minutes
1 standard action
Self
Detect Magic
V, S
Up to 10 minutes
1 standard action
Self
Detect Poison and Disease
V, S, M (a yew leaf)
Up to 10 minutes
1 standard action
Self
Dispel Evil and Good
V, S, M (holy water or powdered silver and iron)
Up to 1 minute
1 standard action
Self
Dispel Magic
V, S
Instantaneous
1 standard action
120 feet
Divination
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Instantaneous
1 standard action
Self
Divine Word
V
Instantaneous
1 minor action
30 feet
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
Earthquake
V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Up to 1 minute
1 standard action
500 feet
Enhance Ability
V, S, M (fur or a feather from a beast)
Up to 1 hour
1 standard action
Touch
Etherealness
V, S
8 hours
1 standard action
Self
Feign Death
V, S, M (a pinch of graveyard dirt)
1 hour
1 standard action
Touch
Find the Path
V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
Up to 24 hours
1 minute
Self
Find Traps
V, S
Instantaneous
1 standard action
120 feet
Fire Storm
V, S
Instantaneous
1 standard action
150 feet
Flame Strike
V, S, M (a burnt branch of a fig tree)
Instantaneous
1 standard action
300 feet
Forbiddance
V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
24 hours
10 minutes
Touch
Freedom of Movement
V, S, M (a leather strap, bound around the arm or a similar appendage)
Until the target finishes a short rest
1 standard action
Touch
Gate
V, S, M (a diamond worth at least 5,000 gp)
Up to 1 minute
1 standard action
60 feet
Geas
V
30 days
1 minute
60 feet
Gentle Repose
V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
10 days
1 standard action
Touch
Glyph of Warding
V, S, M (incense and powdered diamond worth at least 200 gp, the spell consumes)
Until dispelled
1 hour
Touch
Greater Restoration
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Instantaneous
1 standard action
Touch
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Grim Apparitions
V, S
Up to 1 minute
1 minor action
Self
Guidance
V, S
Instantaneous
1 reaction, which you take in response to you or an ally within 10 feet of you failing an ability check
10 feet
Guiding Bolt
V, S
1 round
1 standard action
120 feet
Hallow
V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Until dispelled
24 hours
Touch
Harm
V, S
Instantaneous
1 standard action
60 feet
Heal
V, S
Instantaneous
1 standard action
60 feet
Healing Word
V
Instantaneous
1 minor action
60 feet
Heroes' Feast
V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Instantaneous
10 minutes
30 feet
Hold Person
V, S, M (a small, straight piece of iron)
Up to 1 minute
1 standard action
60 feet
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Holy Aura
V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
Up to 1 minute
1 standard action
Self
Inflict Wounds
V, S
Instantaneous
1 standard action
Touch
Insect Plague
V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Up to 10 minutes
1 standard action
300 feet
Legend Lore
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Instantaneous
10 minutes
Self
Life Transference
V, S
Instantaneous
1 standard action
30 feet
Light
V, M (a firefly or phosphorescent moss)
1 hour
1 standard action
Touch
Locate
V, S, M (a forked twig)
Up to 1 hour
1 standard action
10 miles
Magic Circle
V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
1 hour
1 minute
10 feet
- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
Mass Cure Wounds
V, S
Instantaneous
1 standard action
60 feet
Mass Heal
V, S
Instantaneous
1 standard action
60 feet
Mass Healing Word
V
Instantaneous
1 minor action
60 feet
Meld into Stone
V, S
8 hours
1 standard action
Touch
Mending
V, S, M (two lodestones)
Instantaneous
1 minute
Touch
Planar Binding
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
24 hours
1 hour
60 feet
Plane Shift
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Instantaneous
1 standard action
Touch
Power Word Heal
V, S
Instantaneous
1 standard action
Touch
Prayer of Healing
V
Instantaneous
10 minutes
30 feet
Protection from Energy
V, S
Up to 1 hour
1 standard action
Touch
Protection from Evil and Good
V, S, M (holy water or powdered silver and iron, which the spell consumes)
Up to 10 minutes
1 standard action
Touch
Protection from Poison
V, S
Until the target finishes a short rest
1 standard action
Touch
Purify Food and Drink
V, S
Instantaneous
1 standard action
10 feet
Raise Dead
V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Instantaneous
1 hour
Touch
Regenerate
V, S, M (a prayer wheel and holy water)
1 hour
1 minute
Touch
Remove Curse
V, S
Instantaneous
1 standard action
Touch
Resistance
V, S
Instantaneous
1 reaction, which you take in response to you or an ally within 10 feet of you failing a saving throw
10 feet
Resurrection
V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
Instantaneous
1 hour
Touch
Exhaustion
Effects of This Condition
- When you make an attack roll, ability check, or saving throw, you subtract your exhaustion level from the d20 roll.
- Subtract your exhaustion level from the spell save DC of any spell you cast.
Ending This Condition
Causes of This Condition
Revivify
V, S, M (diamonds worth 300 gp, which the spell consumes)
Instantaneous
1 standard action
Touch
Sacred Flame
V, S
Instantaneous
1 standard action
60 feet
Scrying
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Up to 10 minutes
10 minutes
Self
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | -5 |
Connection | Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
Shield of Faith
V, S, M (a small parchment with a bit of holy text written on it)
Up to 10 minutes
1 minor action
60 feet
Silence
V, S
Up to 10 minutes
1 standard action
120 feet
Spare the Dying
V, S
Instantaneous
1 minor action
Touch
Speak with Dead
V, S, M (burning incense)
10 minutes
1 standard action
10 feet
Spiritual Weapon
V, S
1 minute
1 minor action
60 feet
Stone Shape
V, S, M (soft clay, to be crudely worked into the desired shape for the stone object)
Instantaneous
1 standard action
Touch
Summon Celestial
V, S, M (a reliquary worth at least 600 gp)
Up to 1 hour
1 standard action
90 feet
Variant: Matching Your Religion
Depending on your religion, radiant may not be the most appropriate damage type for the celestials summoned by this spell to deal. The DM may change the damage types accordingly. Similarly, the DM may change the summoned celestial's language to better suit the setting.
Guardian
14 + the spell's level
Walk 30 ft., fly 30 ft.
Equals your proficiency bonus
10 × the spell's level
Truesight 60 ft.
Medicine
A number of d10s equal to the spell's level
Celestial
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +2 | +3 | 0 | +3 | +2 |
Traits
Attacks
Special Actions
Walk
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Walking
Swimming
Truesight
- The creature can see in normal and magical darkness.
- The creature can see invisible creatures and objects.
- The creature notices visual illusions and automatically succeeds on saving throws against them.
- The creature discerns the true form of any creature or object it sees that has been transformed by magic.
- The creature can see into the Ethereal Plane.
Medicine
Appears in: Heal, Search
Heal
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Avenger
11 + the spell's level
Walk 30 ft., fly 50 ft.
Equals your proficiency bonus
10 × the spell's level
Truesight 60 ft.
Athletics
A number of d8s equal to the spell's level
Celestial
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +3 | +2 | 0 | +2 | +3 |
Attacks
Special Actions
Reactions
Athletics
Appears in: climbing, jumping, grappling, push, pull, trip
Grappling
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
Causes of This Condition
Grappled
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
Causes of This Condition
Disengage
Push
Damage: —
Weight: —
Properties: unarmed
Unarmed
Pull
Damage: —
Weight: —
Properties: unarmed
Trip
Damage: —
Weight: —
Properties: unarmed
Arbiter
10 + the spell's level
Walk 30 ft., teleport 30 ft.
Equals your proficiency bonus
5 × the spell's level
Truesight 60 ft.
Insight ×2, Persuasion, Religion
A number of d8s equal to the spell's level
Celestial
Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | +2 | +3 | +2 |
Traits
Special Actions
Teleport
Teleporting
Insight
Appears in: Search
Persuasion
Appears in: Taunt
Taunt
Taunted
Effects of This Condition
Ending This Condition
Causes of This Condition
Religion
Appears in: Study
Study
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Companion
Command
Sunbeam
V, S, M (a magnifying glass)
Up to 1 minute
1 standard action
Self
Sunburst
V, S, M (fire and a piece of sunstone)
Instantaneous
1 standard action
150 feet
Symbol
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Until dispelled
1 minute
Touch
Temple of the Gods
V, S, M (a holy symbol worth at least 5 gp)
24 hours
1 hour
120 feet
Thaumaturgy
V
1 minute
1 standard action
30 feet
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
Toll the Dead
V, S
Instantaneous
1 standard action
60 feet
Tongues
V, M (a small clay model of a ziggurat)
1 hour
1 standard action
Touch
True Resurrection
V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Instantaneous
1 hour
Touch
True Seeing
V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Until the target finishes a short rest
1 standard action
Touch
Warding Bond
V, S, M (a platinum ring worth at least 50 gp, which you must wear for the duration)
Until you or the target finishes a short rest
1 standard action
60 feet
Water Walk
V, S, M
1 hour
1 standard action
30 feet
Word of Radiance
V, M (a holy symbol)
Instantaneous
1 standard action
5 feet
Word of Recall
V
Instantaneous
1 standard action
5 feet
Darkvision
Darkness
V, M (bat fur and a drop of pitch or piece of coal)
Up to 10 minutes
1 standard action
60 feet
Formless Shadow
Passive. Your image blurs in the absence of light. You are invisible while in darkness.
Detect Thoughts
V, S, M (a copper piece)
Up to 1 minute
1 standard action
Self
Mindsense
Mind Sliver
V
1 round
1 standard action
60 feet
Psychic Lance
V
Instantaneous
1 standard action
120 feet
Gust
V, S
Instantaneous
1 standard action
30 feet
- 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 harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Mold Earth
S
Instantaneous or 1 hour
1 standard action
30 feet
- 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.
Shape Water
S
Instantaneous or 1 hour
1 standard action
30 feet
- 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.
- 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.
Control Flames
S
Instantaneous or 1 hour
1 standard action
60 feet
- 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 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.
Hover
Other Movement Modes (+1 Cost): Sneaking
Tremorsense
Earthen Barrier
S
Instantaneous
1 reaction, which you take when you or a creature within range you can see is hit by an attack or fails a Dexterity saving throw
10 feet
Swim
Other Movement Modes (+1 Cost): Crawling, sneaking
Cone of Cold
V, S, M (a small crystal or glass cone)
Instantaneous
1 standard action
Self
Warding Wind
V
Up to 10 minutes
1 standard action
Self
- 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.
Erupting Earth
V, S, M (a piece of obsidian)
Instantaneous
1 standard action
120 feet
Wall of Stone
V, S, M (a small block of granite)
Up to 10 minutes
1 standard action
120 feet
Flaming Sphere
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Up to 1 minute
1 standard action
60 feet
Fireball
V, S, M (a tiny ball of bat guano and sulfur)
Instantaneous
1 standard action
150 feet
Maelstrom
V, S, M (paper or leaf in the shape of a funnel)
Up to 1 minute
1 standard action
120 feet
Binding Ice
S, M (a vial of meltwater)
Instantaneous
1 standard action
Self (30-foot cone)
Empty Body
Poise: transcendant
Passive. You are invisible and have resistance to all damage but force damage.
Active (0 Ki). You cast astral projection on yourself as a major action. You don't provide material components and you can't take other creatures with you. Once you cast astral projection in this way, you can't do so again until you finish a long rest.
Prescient Sage
Poise: transcendant
Passive. Extending your awareness of ki to even the smallest traces, you gain the benefits of the foresight spell.
Active (0 Ki). You cast augury as a major action. You don't provide material components; you simply know the result. Once you cast augury in this way, you can't do so again until you finish a long rest.
Foresight
V, S, M (a hummingbird feather)
Until the target finishes a long rest
1 minute
Touch
Amaranthine Wanderer
Poise: transcendant
Passive. Slipping the flows of time, you have 1 extra action point and 1 extra reaction.
Active (0 Ki). You cast time stop as a major action. You don't provide material components. Once you cast time stop in this way, you can't do so again until you finish a long rest.
Time Stop
V
Instantaneous
1 standard action
Self
Concentration
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Acrobatics
Appears in: jumping, falling
History
Appears in: Study
Stealth
Appears in: Hide, unstealthy