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 illusion becomes faint to the creature.
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.
-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.
-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.
-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.
-2 ki points
TOUCHED - You know one cantrip from the sorcerer spell list. Charisma is your spellcasting ablity for this cantrip.
You extend your hand and trace a sigil of warding in the air.
Until the end of your next turn you have resistance against bludgeoning piercing and slashing damage dealt by weapon attacks.
Whether by luck or a guiding presence, you always seen to find your way. You can choose to rerollanyattack,skill check, or saving throw.
You can decide to do this after your roll, but only before the outcome of the roll has been determined.
Immediately after you take the attack action on your turn, you can spend 1 ki point to make two unarmed strikes as bonus action.
You can spend 1 ki point to take the dodge action as a bonus action on your turn.
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.
When you use the attack actionn with unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.
Immediately after you take an attack action, you can spend 1 ki point to take one of the following actions:
FLURRY OF BLOWS
Two unarmed strikes as bonus action.
Take the dodge action as a bonus action on your turn.
STEP OF THE WIND
Take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.