Costs 1 Reaction, which you can take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You can now mete out a flurry of comfort and hurt.
When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hands of Harm with that strike without spending the ki points for Hands of Harm. You can still use Hands of Harm only once per turn.
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.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range.
A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thing sheet of lead or 3 feet of wood or dirt.
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature:
Blinded, deafened, paralyzed, poisoned, stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to
Martial Arts die + Wisdom Modifier
You can use this feature only once per turn.
You can spend 1 Ki point to touch a creature and restore a number of hit points equal to a roll of your
Martial Arts Die + Wisdom modifier
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
When you spend a ki point, it is unavailable until you finish a short or long rest.
Ki save DC: 8+ proficiency bonus + Wis Mod
Flurry of Blows:
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
You can spend 1 ki point to take the Dodge Action as a bonus action on your turn
When you hit another creature with a meele weapon attack, you can spend 1 ki point to attempt a stunning strike.
The Target must succeed on a Con Saving Throw or be stunned until the end of your next turn.
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell.
When you are subjected to an effect that allows you to make a Dex 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.
When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to
5 x Monk level.
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack.
When you do, the damage you take from the attack is reduced by
1d10 + Dex mod + 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.
- You ignore difficult terrain
- You have advantage on inititative rolls
- On your first turn during combat, you have advantage on attack rolls against creatures that have not acted yet
In addition, you are skilled at navigating the wilderness for 1 hour or more:
- Difficult terrain doesn't slow your group's travel
- Your group can't become lost except by magical means
- Even when you engaged in another activity while traveling, you remain alert to danger
- If you are traveling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would.
- When tracking other creatures, you also learn their exact number, their size, and how long ago they passed the area.
(Undead) You gain +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Survival checks to track your favored enemies, as well as on Int checks to recall information about them.
When you learn this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. (Celestial)
You can give yourself a bonus to your initiative rolls equal to your Charisma Modifier.
You don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creature is within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
You learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
You can use a bonus action on each of your turns in combat.
This Action can be used only to take the Dash, Disengage or Hide Action