While raging you have the following effects:
- Advantage on Strength Checks and Strength Saving Throws
- When you make a melee weapon Attack using Strength, you gain a +2 dmg roll.
- Resistance to bludgeoning, piercing, and slashing damage.
You can't cast spells or concentrate on them while raging. Rage ends if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then.
You can end your rage on Your Turn as a Bonus Action.
Long-Rest to Regain
At Higher Levels:
Lv 1-8 = +2dmg, Lv 9-15 = +3dmg, Lv 16-20 = +4dmg
Ragetimes: Lv 1 = 2, Lv 3 = 3, Lv 6 = 4, LV 12 = 5, LV 17= 6
When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point
You can not use this feature again until you finish a long rest.
You have advantage on Dexterity Saving Throws against Effect that you can see, such as traps and spells
To gain this benefit, you can not be Blinded,Deafened or Incapacitated.
You can go into a frenzy when you start your
rage. If you do so, for the duration of your rage
you can make a single melee weapon attack
as a bonus action on each of your turns after
When your rage ends, you suffer one level of exhaustion.
When you make your first Attack on Your Turn,
you can decide to Attack recklessly.
You have advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.
You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Finish a short or long rest to regain.
Lv 6 = 2 uses, LV 18 = 3 uses
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 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, which has a normal range of 20 feet and a long range of 60 feet.
You can spend 1 ki point to take the Dodge action as a bonus action
You can spend 2 ki point to use the Stare Bonus Action. You have a chance to Frighten the creature infront of you equal to you Ki save DC.
- A Frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight
- The creature can not willingly move closer to the source of its fear
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
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.
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 not take reactions until the end of your next turn.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you have nott already taken a bonus action this turn.
Level 1-4 = 1d4
Level 5-10 = 1d6
Level 11-16 = 1d8
Level 17-20 = 1d10
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12 + Con modifier, and reduce the damage by that total.
After you use this trait, you can not use it again until you finish a short or long rest.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range.
The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).