You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space
or the echo's space. You make this choice for each attack.
Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
10 Minutes. Last for 24 hours
You create a 30-foot-radius, 30-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Doesn't move.
You have a +5 bonus to AC.
Enimes can’t willingly enter the cylinder by nonmagical means. If they tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
Enemies has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
8 hours. Last for a full year.
You create a 120-foot-radius, 120-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
10 Minutes. Last for 24 hours
You create a 30-foot-radius, 30-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Doesn't move.
You have a +5 bonus to AC.
Enimes can’t willingly enter the cylinder by nonmagical means. If they tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
Enemies has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
8 hours. Last for a full year.
You create a 120-foot-radius, 120-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
When a creature would deal non-melee damage to you or your allies that are 25 feet in range of you, such as a spell or arrow or thrown weapon.
You can use a reaction to cause two purple cylinders to appear. The force of the attack enters one cylinder and appears out the other in the direction of the opponent. The attacking creature takes that damage instead.
If attack is roll to hit enemy roll with advantage against itself. If attack requires a saving throw the enemy roll at a disadvantage.
This does not work on spells or abilities that are area of effect, like the fireball spell, or thunderwave.
When you cast this spell you can pick up to four targets up to 60 feet away summon 4 large hats to cover the targets. You can switch postions and move the hats to another spot in a 100 foot radius around yourself.
Hats have 0 move speed and 5 AC with a health of 5
Reaction
Does nothing but summon and move the hats.
1 Action
In one of the hats that doesn't have a target in it you can put a spell, bomb, fog in it. When the hat is attack it sets off the bomb, spell, fog, ect.
Bouns action
Summons and moves the hats then you can use you action to attack from the hat.
When you cast this spell select an enemy (up to medium size) that is within range. A box appear and shuts the enemy in it.
A box appears behind youself that you jump into. Then the box your in has swords jammed into it.
You hop out of the enemy's box and the enemy comes out of yours taking 4d10 piercing damage.
You are able to send things to a pocket dimension that only you can use. If you die everything in the pocket dimension is lose to the void. You can put anything into your pocket dimension as long as its not living or is a building. Time is stopped in the pocket dimesion so food doesn’t spoil or go moldy.
You can cast this spell at a higher level using a spell slot that fits the cube feet need on the the item you are sending to the pocket dimension. If item exceeds one of the sides dimension you must cast the spell higher.
Branding
You can brand the item you put in the pocket dimension at the same time the spell is casted. It cost 1 level 1 spell slot to brand an item.
Items that are branded are allows to be summonned and put back into the pocket dimension without having to cast the spell again.
Spell Slot----Dimensions Cube-----Casting Time
-------------------------------------------(Minutes)
Cantrip------------2.5---------------------1
Level 1--------------5----------------------5
Level 2-------------10--------------------10
Level 3-------------15--------------------15
Level 4-------------20--------------------20
Level 5-------------25--------------------30
Level 6-------------30--------------------40
Level 7-------------35--------------------50
Level 8-------------40--------------------60
Level 9-------------45--------------------90
Spell Slot----Dimensions Cube-----Casting Time
-------------------------------------------(Minutes)
Cantrip------------2.5---------------------1
Level 1--------------5----------------------5
Level 2-------------10--------------------10
Level 3-------------15--------------------15
Level 4-------------20--------------------20
Level 5-------------25--------------------30
Level 6-------------30--------------------40
Level 7-------------35--------------------50
Level 8-------------40--------------------60
Level 9-------------45--------------------90
Spell Slot----Dimensions Cube-----Casting Time
-------------------------------------------(Minutes)
Cantrip------------2.5---------------------1
Level 1--------------5----------------------5
Level 2-------------10--------------------10
Level 3-------------15--------------------15
Level 4-------------20--------------------20
Level 5-------------25--------------------30
Level 6-------------30--------------------40
Level 7-------------35--------------------50
Level 8-------------40--------------------60
Level 9-------------45--------------------90
You are able to send things to a pocket dimension that only you can use. If you die everything in the pocket dimension is lose to the void. You can put anything into your pocket dimension as long as its not living or is a building. Time is stopped in the pocket dimesion so food doesn’t spoil or go moldy.
You can cast this spell at a higher level using a spell slot that fits the cube feet need on the the item you are sending to the pocket dimension. If item exceeds one of the sides dimension you must cast the spell higher.
Branding
You can brand the item you put in the pocket dimension at the same time the spell is casted. It cost 1 level 1 spell slot to brand an item.
Items that are branded are allows to be summonned and put back into the pocket dimension without having to cast the spell again.
You are able to send things to a pocket dimension that only you can use. If you die everything in the pocket dimension is lose to the void. You can put anything into your pocket dimension as long as its not living or is a building. Time is stopped in the pocket dimesion so food doesn’t spoil or go moldy.
You can cast this spell at a higher level using a spell slot that fits the cube feet need on the the item you are sending to the pocket dimension. If item exceeds one of the sides dimension you must cast the spell higher.
Branding
You can brand the item you put in the pocket dimension at the same time the spell is casted. It cost 1 level 1 spell slot to brand an item.
Items that are branded are allows to be summonned and put back into the pocket dimension without having to cast the spell again.
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.