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Wholeness of Body

  • casting time Action
  • range Self

  • components None
  • duration Instant

As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Monk

Open Hand Technique

  • casting time Flurry of Blows
  • range Melee

  • components None
  • duration Instant

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

It must succeed on a Dexterity saving throw or be knocked prone.

It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

It can't take reactions until the end of your next turn.

Monk

Step of the Wind

  • casting time Action/Bonus
  • range Self

  • components 1 Ki Point
  • duration Instant

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.

Monk

Patient Defense

  • casting time Bonus Action
  • range Self

  • components 1 Ki Point
  • duration Instant

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Monk

Flurry of Blows

  • casting time Unarmed Attack
  • range Melee

  • components 1 Ki Point
  • duration Instant

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

Stillness of Mind

  • casting time Action
  • range N/A

  • components None
  • duration Instant

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

Monk

Evasion

  • casting time None
  • range Dex Saving Throw

  • components None
  • duration Instant

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

Focused Aim

  • casting time Missed Attack
  • range Attack

  • components 1-3 Ki Points
  • duration N/A

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

Stunning Strike

  • casting time On Attack
  • range Melee

  • components 1 Ki Point
  • duration N/A

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

Ki Ki
Ki Ki
Ki Ki
Ki Ki
Ki Ki
Ki Ki
Ki Ki
Ki Ki
Ki Ki

Deflect Missiles

  • casting time Reaction
  • range Ranged Attack

  • components 1 Ki Point
  • duration N/A

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

Slow Fall

  • casting time Reaction
  • range When Falling

  • components None
  • duration Fall

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

Ki Ki
Ki Ki