Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Kinetic Thrust

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

You draw in strands of The Weave, holding them taught like a bowstring for a mere moment, and then suddenly release the energy in a focused blast of concussive force at a creature or object within range. If you hit the target with a melee spell attack, it takes 1d6 thunder damage.

Also, creatures that are Large or smaller must either succeed on a Strength saving throw to avoid being pushed 10 feet away from you or it must succeed on a Dexterity saving throw to avoid being knocked prone (your choice).

Alternatively, you may employ this thrust to boost your jumping capabilities by adding the damage rolled to your jump distance instead.

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

Monk (One Power) Evocation cantrip

Saiko Metsu

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Literally translating as Crushing Annihilation in Kozakuran, your magically enhanced focus empowers your Unarmed Strikes with added force. You align your spirit with the ebb and flow of the multiverse, drawing in energy and then powerfully expending it into extra fearsome blows.

Until the spell ends, for each attack you make with advantage using an Unarmed Strike, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +6 to the attack's damage.

Monk (One Power) Transmutation cantrip

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have lesser resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

The spell's potency increases to confer resistance when you reach 5th level, confer greater resistance at 11th level, and allows reducing the casting time to a bonus action at 17th level.

Monk (One Power) Abjuration cantrip

True Strike

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

This target provokes an opportunity attack from you if they enter your reach.

If your attack affected by this spell misses, you may use your reaction to immediately cast this spell again on the same target if they are still within range.

Monk (One Power) Divination cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Monk (One Power) Evocation cantrip

Shocking Hands

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

  • componentsV, S
  • durationInstantaneous

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

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.

Monk (One Power) 1st level Evocation

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Monk (One Power) 1st level Abjuration

Thunderwave

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

  • componentsV, S
  • durationInstantaneous

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: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Monk (One Power) 1st level Evocation

Zephyr Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Monk (One Power) 1st level Transmutation

0 0
0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Monk (One Power) 2nd level Illusion

Shatter

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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. If you choose your space as the point of origin, you can make the spell's effects harmless to you.

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: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.

Monk (One Power) 2nd level Evocation

Shocking Ray

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three rays of lightning and unleash them at targets within range. You can direct them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 lightning damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Monk (One Power) 2nd level Evocation

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV, S
  • durationInstantaneous

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning 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 above 3rd.

Monk (One Power) 3rd level Evocation

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Monk (One Power) 3rd level Transmutation

Thunder Step

  • casting time1 action
  • range90 feet

  • componentsV
  • durationInstantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise, the creature is left behind.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Monk (One Power) 3rd level Conjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Monk (One Power) 4th level Conjuration

Lightning Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Thin and wispy electrical arcs wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The electrifying shield grants you resistance to lightning damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with a shocking burst of lightning. The attacker takes 2d8 lightning damage.

Monk (One Power) 4th level Evocation

Storm Sphere

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.

Until the spell ends, you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.

Monk (One Power) 4th level Evocation

2 2
2 2
2 2
3 3
3 3
3 3
4 4
4 4
4 4

Aiel Spirit Guardians

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

  • componentsV, S, M
  • duration(mother's locket) Concentration, up to 1 minute

You call forth ancestral Aiel spirit warriors to protect you. Their semi-solid spectral forms gather around you to a distance of 15 feet for the duration.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. The spirits engage in furious battle with your enemies on your behalf. An affected creature's speed is halved in the area as the spirits harass and impede their movement.

When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 5d8 radiant damage as the spirit warriors overwhelm it with devasting spectral arrows and spear strikes. On a successful save, the creature takes half as much damage.

Monk (Tektite Locket) 5th level Conjuration

5 5