(Concentration) A line of strong wind 60 ft. long and 10 ft. wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed a Str. saving throw or be pushed 15 ft. away from you in a direction following the line. Any creature in the line must spend 2 ft. of movement for every 1 ft. it moves when moving closer to you.
A gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish them.
As a Bonus Action on each of your turns, before the spell ends, you can change the direction in which the line blasts from you.
Can be cast once per Long Rest, without using spell slot. Uses: □
If you hit a creature with a Quarterstaff, you can force the creature to make a Constitution saving throw DC = 8 + attack modifier + Proficiency Bonus. On a failed save, the creature has the Prone condition
While you aren't wearing armor or wielding a Shield, your base AC equals 10 + Dex. modifier + Wis. modifier.
You gain the following benefits when unarmed or wielding only Monk weapons, provided you aren't wearing any armor or wielding a Shield.
- You can make an Unarmed Strike as a Bonus Action
- You can roll 1d in place of normal damage from your Unarmed Strikes and Monk Weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use Dex. instead of Str. to determine the save DC.
If you hit a creature with a Spear, that creature has Disadvantage on its next attack roll before the start of your next turn.
Your focus and martial training allows you to harness a well of energy within yourself called Focus Points. You have Focus Points and regain all expended points after you finish a Short or Long Rest.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features:
- Flurry of Blows
- Patient Defence
- Step of the Wind
Features that use Focus Points may require your target to make a saving throw. The save DC equals 8 + Wis. modifier + Prof. Bonus.
Focus Points: □□□□□□□□□□□□□□□□□□□□
You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
You can take the Disengage action as a Bonus action or expend 1 Focus Point to take both the Disengage and Dodge actions as a Bonus Action.
You can take the Dash action as a Bonus Action or expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for this turn.
Your speed increases by ft. while you aren't wearing any armor or wielding a Shield.
Once per Long Rest, when you roll Initiative you can regain all expended Focus points, and regain
1d + HP.
□ / Long Rest
When an attack roll that includes Bludgeoning, Piercing, or Slashing damage hits you, you can take a Reaction to reduce the attack's total damage by
1d + .
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do, choose a creature you can see within 5 ft. of you if it was a melee, or a creature you can see within 60 ft. that isn't behind Total Cover if the attack was ranged. The creature must succeed on a DC Dex. saving throw or take d + damage of the same type dealt by the attack.
You've learned to draw on the power from the Shadowfell and gain the following benefits:
- You can expend 1 Focus point to cast Darkness without spell components, and when you do, you can see within the spell's area. While the spell persists, you can move its area of Darkness to a space within 60 ft. of you at the start of each of your turns.
- You gain Darkvision with a rage of 60 ft.
- You know the Minor Illusion spell, and Wisdom is your spellcasting ability for it.
you can take a Reaction when you fall to reduce any falling damage by .
Once per turn, when you hit with a Monk weapon or Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a DC Con. saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against it has Advantage.
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 ft. to an unoccupied space that you can see that's also in Dim Light or Darkness. You have Advantage on the next melee attack you make before the end of the current turn.
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 HP before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Favored Enemy
You always have Hunter's Mark prepared and can cast it without expending a spell slot 2 times per Long Rest.
Uses: □□
Punch and Grab
On your turn, when you hit a creature with an Unarmed Strike you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage
You have Advantage on attack rolls against a creature Grabbled by you.
Fast Wrestler
You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller
Enhanced Unarmed Strike
When you hit with your Unarmed Strike and deal damage, you can deal 1d4 + Bludgeoning damage instead of the normal damage of an Unarmed Strike.
Damage Rerolls
Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry
You have proficiency with improvised weapons
Push
When you hit a creature with an Unarmed Strike, you can deal damage to the target and also Push it 5 ft. away from you. You can use this benefit only once per turn.
You make a melee attack that involves using your body to deal one of the following effects:
Damage
You make an attack roll against the creature, and on a hit you deal 1d + Dex. Bludgeoning damage.
Grapple
The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonux + Dex.) or it has the Grappled condition.
Shove
The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Dex.) or you can either push it 5 ft. away or cause it to have the prone condition.
(Concentration) You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You create a sound or an image of an object within range that lasts for the duration.
If a creature takes a Study 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.
Sound. 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.
Image. 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, since things can pass through it.
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10 ft. radius and can't benefit from the Invisible condition.
Cantrip Upgrade
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You learn two Druid cantrips of your Choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them.
(Concentration) Grasping plants sprout from the ground in a 20 ft. square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Str. saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Str. (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Can choose acid, cold, fire, lightning, or thunder damage.
(Concentration, Favored Enemy) You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wis. (Perception or Survival) check you make to find it.
If the target drops to 0 HP before the spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
You always have Hunter's Mark prepared and can cast it without expending a spell slot 2 times per Long Rest.
Uses: □□
You touch a creature. The target's Speed increases by 10 ft. until the spell ends.
For the duration, magical Darkness spreads from a point within range and fills a 15 ft. radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
*You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 ft. of yourself at the start of each of your turns.
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon's type.
The wand has 3 charges. While holding it, you can use an Action to expend 1 of its charges, and if a secret door or trap is within 30 ft. of you, the wand pulses and points at the one nearest you. The wand regains 1d3 expended charges daily at dawn.
Charges: □□□